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.
This method is used a lot to help fix TAA texture streaking. Instead of inputting the texture speed into the previous frame WPO, you could try using the object velocity (you could pass that in per-mesh as Custom Primitive Data).
Let me know if you end up trying this method out! Very curious to see if it works.
I am having this very same issue. It only happens when using TAA/TSR (temporal anti aliasing). I’d love to be able to use those AA methods with moving Instanced Static Meshes! I’ve been trying fixes to no avail. May be related to not outputting proper motion vectors.
I’d like to try this fix but I’m still learning and it’s not clear to me where I would insert my object velocity into the node graph? As the 3-float vector? As those two 0’s?