I set up a number of camera particles like GOW and the other UE3 games have. A particle spawning sprites right in front of the camera. GOW did this for the blood splatter on the camera for one.
I set it up the same way in my game, with broken glass shards (screen gets shattered), which works fine, however the moment I move my player or camera (whatever movement I do), the particles begin to trail. They lag behind ever so slightly, making it impossible to use these kind of effects.
It is post process related. The particles appear fine when they render on top of the item I am holding, it is only when they render on top of more distant geometry (100 units+ or so) that they begin to trail.
When I typed “show postprocessing” they no longer trail.
I have a post process volume with both motion blur values set to 0.
I tried turning off depth rendering from my material, and any other combination of properties I found but nothing fixes this.
I tried finding ways of controlling what parts of Post Processing is active like in UE3 (inis, post process chain) but none of that is exposed any longer it seems.
I also do not seem to have a way of rendering things in the foreground, after the PP pass? Can I exclude my particle somehow and render it last?
Bug? Another way to get a similar result?