I’m pretty new to UE (and game dev in general), only been using it for about 2 weeks. There is so much functionality that I’m not sure if I’m on the right track.
I’m trying to build a telegraph based combat system (inspired by what Wildstar used to do). These telegraphs can either be centered around a pawn, aimed with the camera or have a static position in the world. I was able to break it down into separate components so I can build it bit by bit.
What I have so far is:
A circular decal material of the telegraph area
A blueprint class with a collision object and the decal that projects downward
A blueprint script in the third person start character that can spawn the blueprint underneath the player and update it’s position on event tick.
When the telegraph is not moving the decal has the visual appearance that I’m trying to create, but once I start moving the telegraph it loses it’s sharp edges and gets all jittery. So my questions are:
How to retain these sharp edges while it’s moving?
Is using decals for this the right approach? If not, how would I create the same effect?
I’ve made a little video to show what it looks like while I move the pawn:
These are the blueprints in my third person character that handle spawning and updating of the telegraph:
Thank you and thanks for the answer. I didn’t know motion blur was on by default and turning it off was a huge help in keeping the edges sharper.
Is there a way in the engine to only disable motion blur for specific objects, decals, etc? I’m not too knowledgeable about how motion blur works, but would there be a use case where you would want the motion blur enabled on some objects?
After turning off the motion blur the edges remain sharper, but I do get some weird artifacts on the edges further away from the camera. How would I resolve that? https://www.youtube.com/watch?v=cyFUaP7O0VM
I’m asking for a solution above, but I’m trying to learn how to debug these things myself. I’m a typescript developer for my job, so I can wrap my head around debugging code logic related stuff. But I’m having a hard time figuring out how to debug the visual aspect. Are there certain steps you can follow to narrow down those issues?
Good questions, it looks like there are settings in the material to change the Translucency Pass to ‘After Motion Blur’ and also a setting in the material to ‘Output Depth and Velocity’
The thread also mentions that disabling motion blur on a per-object basis is not possible.
I’m not sure about questions 2 and 3. My first thought would be to try and get a different/clearer view using View Modes - also this tutorial is a good place to get started learning about the rendering pipeline.
Maybe those artifacts are tied to framerate? You can use the console command ‘stat fps’ to see your framerate, and then t.maxfps to cap it. Also slomo <1 is normal but you can slow the game down or speed it up with this number>
Unfortunately Translucency Pass and Output Depth and Velocity seem to be disabled on a defered decal materal. But it’s good to know that these options exist.
I’ll start looking into the rendering pipeline and view modes to learn a bit more about how things work behind the scenes.
I’ll mark you initial answer as the solution, because that did end up fixing my original question. Hopefully with a bit more understanding of the rendering I can find a solution to my problem or atleast have some more information to start another topic with a specific question.