Initial conditions
- Skeletal mesh (horse and rider) is standing still with looping run animation
- Moving platforms spawn in front, creating illusion of horse moving
- Platforms movement is done via InterpToMovement
- No motion blur effect on Camera or Post Processing (there are no effects turned on at all)
Everything looks good until I start moving horse left or rght. When horse start to move to either side - motion becomes very blurry. The more “Max Walk Speed” I set in Character Movement component, the more blur I get.
Video: https://youtu.be/5l-eFBRerLw
Due to YT compression it may not look that ugly, but in reality it is just extremely unpleasant for eyes.
What I tried so far
- Switch “Anti-Aliasing Method” in Project settings - didn’t help
- Change “Velocity Pass” in Project settings from “Write during depth pass” to “Write during base pass” - didn’t help
- Remove trees from platforms and make platforms smaller - didn’t help
- Got rid of moving platforms and made a horse actually run - much better results, but still blurry. Also “moving platforms” approach suits me way much better than creating full world, so I would like to keep it.
- Set “Max Walk Speed” to 200 and less - Good results (no visible blur), but movement is way to slow.
Now I’m stuck and have no ideas what to try next.
Does anyone knows what causes this blur and how can I get rid of it?
Why “interpToMovement” has such a big impact on blur and can it be replaced with something else?
Edit: I’m on UE5.4.x Tried to migrate to 5.5.1 but results are the same.