It’s a new node in 4.15, but I can’t find any info on how to use it. Here is a video that shows the effect (less blur caused by Temporal AA, when passing parameters from blueprints): 4.15 Features - Previous Frame Switch Node - YouTube
In the essence, the node allows you separate node networks in material editor, depending on if it is being compiled for present or previous frame.
You would plug that into world position offset, and use your typical WPO animation for Current frame, while adding some compensatory value to the this animation for Previous frame. To get rid of temporal blurring, you might want WPO for previous frame to appear the same, as for Current frame. Thus if you are using something simple for WPO, like sin(Time)*VertexNormal, for previous frame it should be sin(Time+FrameTime)*VertexNormal, where frame time should be supplied as parameter from blueprints/code.
Oh, it’s easier to use than what I thought.
So if i have a blueprint or c++ class I must create 2 variables, 1 for the current frame time and a second variable for the previous frame time, this way that function in the material calculates the motion vectors correctly.
Thanks!!
Oh, unfortunately I can’t add another parameter from collection because I’m hitting the limit (and it must be via parameter collection in my case), but I think I get it how it’s supposed to work now. So without additional parameter passed from blueprints it won’t fix the blurring - I thought that additional paramater won’t be needed. Thanks!