I believe that this is some sort of rendering issue or related to motion blur in some way. I am experiencing an issue that only occurs with a perspective camera (required for my project) where when the sprite is rotated on the Z (Yaw) axis, it produces an unpredictable motion blur sort of thing (At least that is what I believe it to be). It has about a 1/2 to 1/3 chance of happening and lasts for 1-2 frames. This is what it looks like:
This is not what I want, and I have disabled motion blur in both the characters camera settings and the post-processing volume (for the post-processing one it is ticked but set to 0.0). Does anyone know what the issue could be? thanks in advance for any help
FIX: After playing around, I found that if you check the motion blur box on the character camera but set the value to 0.0 then it actually disables motion blur properly. If only I found that out 2 days ago…
THANK YOU SO MUCH!
I’ve been literally all day trying to fix that. I when from all forums trying to see why’s that happening but this completely fixes it. I hope ue5 now bring more stuff for their 2D and 2.5D game devs.
If anyone is interesting, changing the camera from perspective to orthographic also solves the problem (but I want a 2.5D look). Also, you can try to create new sprites to “face” the other way (so double unnecessary work).