I have been working on a project with preview 1 without any issues. As soon as I updated to preview 2 the morph targets on my characters meshes were flickering severely. This is both in the skeletal mesh preview and played in the level. I have tried adjusting every setting/re-importing with no fixes.
I re-imported the same skeletal mesh in a Early Access of UE5 and the flickering was not there. I currently cannot make progress on my game as I cant open it in an older version without over 50% of assets disappearing.
I have seen some reports on morph target flickering in the forums but with no feedback or solutions from anyone at all. Regardless if this bug is ignored which is most likely going to be the case, posting this here for anyone else having the same issue to see if a fix can be figured out.
One thing I have tried where the flickering stops is when I set from lit to unlit, so im guessing it’s a lighting/shader issue with the engine
Question: Is there any possible way to fix the morph target flickering?
I have the same problem exactly in UE5 Preview 2 but in ue4 everything is fine with my project , Also another weird bug with morph targets in ue5 is after packaging which makes double mesh when you morph them
I have the same issue. I made a bug submission a week ago, and did not get any message after the initial automated response. I don’t know if it means they know about this bug, or what.
“In the event the issue you reported is scheduled for a future release or has known workarounds, you may not receive a follow-up message from our team”
I was running into the same problem and messed around a lot to try to find a solution or at least temporary workaround.
It seems like changing the anti-aliasing method from Temporal Super Resolution to any other AA method fixed the morph flickering (of course, at the cost of different anti-aliasing).
Maybe someone with more knowledge of how AA works can utilize this to find a real solution.
Thanks for the reporting guys. It’s been over three months and the bug has still not been fixed or even acknowledged by the UE5 devs. Disappointing and ridiculous as it prevents morph targets from being used at all. I’m just going to use UE4 for my next projects in the indefinite future or find another 3D game engine, it doesn’t seem like this issue is going to be fixed any time soon.
Oh my god, you’re such a lifesaver. It makes sense a timeline works, because I think the problem is how the motion blur is calculated, if the mesh vertices change position gradually over time then the motion blur will be almost zero.
If you change the value from lets say 0 to 1 in a regular function call the vertices change position in a single frame, that causes massive motion blur to occur and it somehow gets locked in the blurred state.
I wanted to change the value instantly to 1, I found that adding 3 keys in a timeline of .25 seconds works perfectly first key is at value 1 second key at value 0.99 in the middle and the last key again at 1. This makes the change from 0 to 1 instant and causes zero flickering.
I still have a flickering problem after setting morph targets in 5.2. One way I got it to stop is by setting the mesh visibility off, then set the morph targets, and then turn mesh visibility back on afterwards. Dunno if this same issue but this works for me.
This is my solution for my situation, I have a character customization system that changes face and body shapes, as usual the flickering is intense and disgusting.
What I noticed about the flickering is that only the vertexes affected in the most recently modified morph targets flicker. So to solve it I made a morph target that has virtually no changes (just a single vertex that moves a fraction of a unit) I named it fix_flickering and made a blueprint that sets it to a random value between 0.2 - 1.0, so everytime I change the value on other morph targets there’s a 0.1 second delay and then the fix_flickering morph target is set to a new value and that gets rid of the flickering on the previously affected areas.
Note that this work around does not work if
1: The delay is less than 0.1
2: The value in the the morph target that fixes the flickering is used twice in a roll (this is why I have made it a random float).
I doubt if this will work well for talking animations but if you are simply trying to change a character facial or body appearance its good enough.