Static Mesh Jitters When Moving

Thanks Sarah, that’s amazing info!

that screenshot is useful but very tiny.
if you’re sure it has no material, then the problem is the details on the mesh and not the material.
so you were right. sorry for the roundabout way, but usually those details are baked on the texture and not on the mesh. i wish i’d seen that before.
i would have expected the mesh to be a plain cylinder (and the previous screenshots didn’t showed that well). (that’s why i was assuming based on the yellow outline)

that mesh is quite un-optimized. tbh.

that’s what i meant by that. i thought the bricks were baked into the texture. which is the usual way.
still the problem is similar, that’s why i also mentioned wpo and tessellation.

i’m not sure it can be completely fixed, but it could be improved:
suggestions:

  • adjust with some LODs. ue has some automatic lod generation on the mesh editor. you can play around with the values. LODs change very far, you might need to adjust that.
  • adjust the lods on blender.
  • im not confident automatic lod will fix your issue, it might make it worse. experiment.
  • try out nanite: while i don’t recommend nanite for your project, it might help to narrow down the issue. or might get you different ideas.
  • the one i recommend: bake the bricks into a texture, and use wpo and bump mapping instead. and have the mesh be a simple cylinder. this will give you the most control on the granularity of the effect, and you can tween it based on distance and angle. it will also be much more efficient, since you’ll reduce the triangle count considerably.
  • search for bake material displacement (be careful that some do the opposite, they bake the material into the mesh, youd want to bake the mesh into the material, you might need to do it in blender)