How to manage/disable motion blur in UEFN?

Is it possible to disable motion blur on a level sequence in UEFN?

I have a given animated mesh that is replaced with a different animated mesh in a 1 frame transition. Because both animated meshes belong to the same FBX file, I can’t simply delete the first mesh and place the second one using the Sequencer or something like that… Instead the FBX file contains additional animations on both animated meshes so that the first mesh is scaled down and the second mesh is scaled up simultaneously.

Until here all is well. The problem arises when that animation is actually played in the Sequencer. Because there’s a “movement” of scaling up and scaling down meshes, motion blur is generated, so the transition between meshes is noticeable throughout 2 or 3 frames. My goal is to somehow remove this motion blur so that the mesh transition isn’t noticeable.
What I’ve tried so far:

  • Configure the scale animation to be constant instead of linear or cubic, to ensure the transition is instant (constant is the best option, but the issue is still present)
  • Lock the Sequencer’s playback speed at 30fps and configure the animation to occur between frames (this reduces the issue, but it’s still present)
  • Configure the meshes’ Material to be transparent with opacity at 1.0 and disable output depth and velocity (this fixes the issue, but introduces a different visual artifact reported here)

Hello,

Try adding a PostProcessVolume, there are some Motion Blur settings in there that you should be able to override.

Be sure that the camera is inside of the PP volume OR enable ‘Infinite Extend (Unbound)’ to apply it to the entire level.

Let us know how it goes!