I’m currently facing a critical issue after updating to Unreal Engine 5.6, specifically while working with Metahumans and the Cine Camera Actor.
When viewed in the regular Perspective view, my Metahuman character appears perfectly fine — all textures, including hair, beard, mustache, and eyelashes, render as expected. However, once I switch to a Cine Camera Actor, despite properly setting the focus and depth of field, the hair-related textures start appearing fuzzy and lose detail. It almost looks like a soft or noisy halo around the hair, giving it an unnatural look.
This issue is seriously affecting my workflow and the visual quality of my project. I couldn’t find any related solutions online for 5.6, so any help or workaround would be highly appreciated.
Yeah after multiple trial and error I also come at this particular solution but loosing DOF is kind of downgrades the over all render’s look and feel! Because without DOF how can we achieve cinematic quality?
Lets hope they will fix this sooner till that we are forced to compromise on DOF, I guess!
I’m also having a similar issue too, but with using the CineCamera when attached to a character blueprint for runtime. The Post Process Blend Weight value when set to 1 causes the MetaHuman hair to be blurry and out of focus than everything else, which seems to be an issue with the active PostProcessVolume within a level.