It looks like some blurr or emissive ghost images, or temporal AA. On bigger objects is less visible. But i tried to turn off everything in post process volume. I try to make same picture with just few meshes.
Those pixel sized tiny bright green dots, it is same thing. They are left in picture even if i do not use unlit material, they are just much darker and harder to spot then.
And i just noticed, when i move camera they stay connected to screen space not in 3d space. Close up and with darker meshes this would be not as much visible, but when mesh is not much bigger than few pixels and each one of 1000 or so leaves trail, instead nice sun like on this picture i get green blob of ghosting trails.
And this is with smaller meshes and about 1/3rd of of desired amounts:
I made dark (black) metallic material. When it does not reflect anything there are no smudges, but in spots some meshes reflect directional light smudges appear.
Yes dark gloomy swarm of triangles over planet is menacing, but almost not visible.
I think it is time for niagara.
“problem with niagara for my game is that i cannot kill “THIS ONE” particle (spaceship)”
I thought I, once upon a time, saw a tutorial where the guy was doing just that, picking particle X out of the niagara system. If I can find it again, I’ll post in case it becomes useful…
Also, why not one system per-swarm? I’m not super well versed in Niagara yet, but I imagine 10k particles in a system is doable and is not expensive?
At beginning of this project i tested simple emitter with just transparent dot.
Because of transparent material and how they are rendered, particle count was much lower then instanced meshes.
And since instanced meshes can be easily manipulated compared to naigara, i went for instanced static meshes (instead of mesh emmiters in niagara). But then this smudging does not want to go away. And i have very simple version of what mass entity does.
Btw. I tried Forward Rendering in unreal, it is much less smudging there, but if you know what you are looking for you can find it.
Update:
Friend made small blueprint that reproduces this bug. it is on google drive, together with clip.
Clip showing it:
Link to uasset, which is blueprint, that you drop to empty unreal project to reproduce this:
I just tried it here - setting AntiAliasing method to None, FXAA or MSAA gets rid of all ghosting for me. Also, turning collision off and shadows makes it run much faster…