Ok Im going to try to explain the best I can, I have a mesh Circle inside a scope body that uses a translucent unlit material that creates the crosshair and edge fade, it is placed in front of a camera at a distance appropriate to zoom (one is currently offset to see the effect im having better). The mesh isnt specifically dense, it is 32 tris, but it is about 1 inch in diamater. This is in front of a camera, front lens is one sided outward, so as to not stack translucency. When I view in editor it looks fine. However when I am in standalone or launched from project folder the disk warps and bounces when I move, except in lobby level, which looks as expected as well
attached clip
Everything is pretty much standard setup, the only difference in the lobby level with rendering would be the post process volume in the actual level, volumetric fog and some reduced lumen settings, Which shouldn’t affect it since it is using a unlit material… edit: and the controller is different but there is no code between it and the scope BP that should affect it, also no lod’s on the disc mesh or scope, disc is not included in hlod
. Any suggestions?
Further testing, I attached the child actor scope to a socket on the rifle SM and applied the use parent bounds to all of its components and that of the scope on the rifle, the jumping and mesh deformation seems worse. I thought maybe the physics was having more issue updating the position from the rifle to the scope seeing how the rifle doesn’t jump around just the circle inside the scope… Also disabled post process volume in main level no effect. Set position precision on the disc mesh to 1/2048, no change
Its probably hard to see, capturing vid and UE is tough on my 2080s, I found the source of the jitter but no idea how to mitigate it or why it happens in this level, it may be that at 120fps Its harder to distinguish …
I changed my approach to this specific item. Apparently when the camera is so close at lower framerates this is noticable on all meshes (even tried the starter content) Im sure there is a technical explanation but I don’t know it. Thanks