Radial motion blur is broken again on rocket racing wheels

Summary

A few updates ago radial motion blur has finally started working correctly on Rocket Racing car wheels. However it appears that it’s broken again.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Devices

Steps to Reproduce

Place a Rocket Racing vehicle, enable motion blur and watch the motion blur on wheels.

Expected Result

Wheels should properly have radial motion blur.

Observed Result

Radial motion blur is either not applied or broken again.

Platform(s)

UEFN (v37.00) - Tested on PC.

Motion blur is one essential key ingredient for the sense of speed, but if it looks so exaggerated as shown above, it’s rather a step into the wrong visual direction. It would be great if radial motion blur would be fixed on wheels once and for all. :folded_hands:

The status of FORT-960656 changed to ‘Needs Triage’. We’ve confirmed the issue and it’s waiting to be assigned to someone to fix it.

@Velocity_Zero the ticket should have been set to “Needs More Info”.

The team is unsure what the radial motion should look like for the expectation, could you give us that info?

I‘ll try to capture more footage tomorrow. However I have no footage of when it was fixed a few updates ago. Maybe some older replays will work if I get lucky.

1 Like

It looks like we’re good on the repro :slight_smile:

@Flak I have figured out why I see the motion blur on the wheels to go wild, but I don’t know yet on why and would appreciate to get some assistance from the right team.

In my projects I fully disable TODM (time of day managers) and have a custom sun and all sorts of components in order to have fully custom lighting experience which allows me to control weather and night cycle using verse (in the future).

I reduced the repro to the minimal possible case:

  • World Settings > Time Of Day > Disable All Time Of Day Managers
  • Place a single directional light component to act as a sun
  • Enable motion blur and start drifting the RR car.

What is TODM doing to prevent motion blurred wheels from go wild?

With a bit of help from the community I was able to fix the problem by applying appropriate Post Processing volume setting in regards to the motion blur which should align with the values the TODM applies. It’s not perfect, but it fixed the large artifacts.

That said, the issue can be marked as fixed and closed.