Far away objects at horizon level cause the SkyAtmosphere to flicker during vertical camera rotation. The spheres in the video make it very obvious, but it can also be observed on the clouds from the default TimeOfDay level.
This has been an issue in 4.25, 4.26 and now in UE5 early access as well, which makes me wonder if it’s actually working as intended. Does anyone know if there’s a way to fix this, or are we just supposed to not place objects at large distances?
Hey Efrye, we’ll be sharing this directly with our team, but in the meantime, would you mind filing a bug report for them to track?
Done, thanks for looking into it!
Hey Amanda, do you have any updates regarding this issue by any chance? It’s still a problem in 5.0 Early Access 2, as well as 4.27 Preview 2.
There doesn’t appear to be a ticket for it on the issue tracker so far and I couldn’t find any reports of others running into this problem even though it should be fairly common, so I wonder if there’s a way to work around it that I’m not aware of.