Mysterious black blobs on mesh. Help needed

We are currently working on an Unreal Engine 5.1 movie. Some of our meshes have black blobs appearing on them and we can’t figure out the reason.

As you can see, the mesh on the right has the issue, while the one on the left doesn’t.

  • We have checked the UVs and none of them are overlapping
  • We have checked for duplicate vertices inside of Blender and there are none
  • We have tinkered with Lumen and Nanite settings but we didn’t find anything that helped

The problem only occurs on some of the meshes (even if they are all the same mesh with different animations applied)

Here are some other weird quirks about it:

  • Changing the antialiasing method produces a different result. TSR makes the blob white and affected by bloom.
  • Changing the material to Unlit (just to test) “fixes” the problem. We assume it has to do with the lighting.

I encountered a similar issue in Unity a long time ago and it ended up being a problem with how the bloom setting handled NANs. I believe these were caused by overlapping vertices back then. Our team is fairly new to Unreal Engine, any ideas or possible solutions?

I’ve seen this pop up a few times here and on Reddit but haven’t seen or found a solution, or encountered it in my own projects. I do believe it is somehow related to postprocessing effects like depth of field and/or bloom and possibly their interaction with TAA so I think you’re on the right track.

I have the same problem. It is very interesting that when I export the same mesh as a static mesh, it is not visible. However, when I export it as a skeletal mesh with an animation and skeleton, it becomes visible. It’s very boring. I can’t find a solution anywhere. I have already asked on three forums about this and nobody knows anything! There is nothing about it in the Unreal documentation either… @BananableOffense no post process volume was used in this case. But you can check this issue on the Rural Australia plants and leaves. I have the same error on the leaves when I opened in UE5 or more…

Hey @User-32b1bbcca6 ,
I found something that works for me. I suspected that it wasn’t a material or texture issue, but related to normals, because the spots were located at the vertices. If I retopologized the mesh and got 100x more vertices, then I got 100x more black or bright white points.

So I started looking for a solution along the normals and edges and I found it… at least it helped me. As I wrote, it was also noticeable that the same mesh will only be faulty if I bring it in as a Skeletal Mesh, if I import it as a static mesh then it’s not bad. So the problem is with the animation import.

I opened the Skeletal Mesh Component by double-clicking and inside on the left panel, under “Build Settings,” I turned off the first option “Recompute Normals” so it wouldn’t recalculate the normals and it worked!

So, please check if it works for you too!
If yes, then we’ll drink a beer together someday! Have a nice day!


(image attached)

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I have this problem, and so far i discover that the error is a problem with the normal maps and DOF, because when i turn off the normal maps in the materials fix the problems

Howdy Daniel,

I just wanted to thank you for posting this solution. I tried it, and it’s worked for me.

Legend! :metal: :heart:

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I’m glad that I could help you @Rastus71 ! Have a great day!