I’m kind of new to UE. I’m making this maze generator, where the maze can change at runtime, thus making some walls to rise, and some to descend.
The wall themselves are UInstancedStaticMeshComponent
, so basically I’m changing each wall instance’s Z position over time. I’m doing this in the Tick function, where I loop over pre-made AnimationState array that contains animation data such as start Z, end Z, animation delay, elapsed time, etc. and then using InterpEaseInOut to update instance Z position with UpdateInstanceTransform
.
Now, this all works as indented, but as you can see in this video, there is some visual artifact happening on the wall edges while they are moving. What exactly is happening here?
I’ve tried to disable motion blur, change anti-aliasing mode, and the ‘ghosting’ is still present.