Skeletal mesh issue when its material fills the screen


I have a camera and a square shaped skeletal mesh (with a material) in front of the camera. When I see it from a distance it’s no problem, the problem occurs exactly when the material is filling the whole screen (camera view). The material starts flickering at a certain distance and if the camera moves even slightly closer, the material is not rendered at all. If I render the skeletal mesh in the CustomDepth Pass, the issue is gone, but then I´m stuck with having the mesh outlined (due to custom depth outline). This is also something that isnt a problem with a static mesh, it only occurs to skeletal mesh.

So, how do I do to be able to have the camera view so close that the material of the skeletal mesh fills the whole screen?


Adjusting the scale bounds solved it!