objects flickering when rotate a camera.

Hello all,

I’m new in here so maybe I’m asking for something stupid so apologize me…
I have an empty world with a directional light and a player Start configured to rotate and zoom his spring arm.

When the distance between my camera and player is close to 65.000 cm the player starts to flicker… I was searching about it in this forum but all that I found speaking about landscape, I didn’t have landscape because I want something like an empty space and a ship flying here

Hi Elm0n,

I just set the spring arm length in a BP_ThirdPersonCharacter to 65,000 and the camera is so far away that the character is no longer visible.

So the first thing I’d check is that everything is a normal/reasonable scale. (Do you already have a mesh for the ship? Maybe it is too big/small)

Welcome to the Forums.

hi Astrotronic thx for welcome :D,
I’m checking my spaceship size in blender, I have 50x40x12 m
I’m looking his size in unreal (4,998x4,000x1,200) unreal size O.o he is not being scale because I tried to do it in a blender in scale.

Hey @anonymous_user_88ad4f101! Welcome to the Forums!

You will need to make sure you set your blender units to centimeters, as one Unreal unit is one cm. You can achieve this by changing the Unit scale to 0.01. Here is a non-Epic affiliated video for changing Meters to millimeters:

I hope the above helps make things easier!

I changed at all in blender to get it, but my ship now has 50x50x12 cm with that size, the problems are solved because I don’t see nothing at 65.000 cm :rofl:… but I think that I will need more size on objects like planet’s to be greater or humans to be tiny.

So I transform my ship with cm in blender on to be 5000x5000x1200 cm and the problem still here.

I’m thinking about my rotation system, maybe I have to limit decimals rotation to be more exact wasting some decimals and same with zoom up and down. In this way, the camera will be better aligned frame to frame (ill try it as fast as possible).

→ Do not work :smiling_face_with_tear: maybe I have to start for something less problematic: :rofl:

5000 meters is reasonable.

On the topic of ‘Rotation Systems’ : I’d try using the setup from the third person template.

In the content browser you can click the ‘+Add’ button and select “Add Feature or Content Pack…” to add the template to an existing project.

Then in BP_ThirdPersonCharacter, add a StaticMesh Component (Your Ship) as a child of “Mesh” (+Change the CameraBoom/SpringArm length)

You can now drop a BP_ThirdPersonCharacter into your level, set ‘Auto Possess’ to Player 0 and drive around a ship.

At very least this could help find out if it still flickers with a different rotation system.

I did it, I set my ship into a third person character and I did add a zoom into him… the problem persists.

2 round → I just delete my static mesh from thirdPersonCharacter and just use my zoom with that, the whole map is flicker.

I’m thinking that I’m wrong about how to construct the game map, maybe I just have to use a scale, my ship from 50 meters in real life into ue5 units I’m looking at forum about space map construction.

Hey @anonymous_user_88ad4f101!

If you are still having this issue only when the camera is too close, have you tried adjusting your near clip plane for your your camera? On the top toolbar open Edit → Project Settings → Engine → General Settings → Near Clip Plane and set it to something smaller, as that might help.

Hopefully the above helps lead you to the solution you need.