I have problem with both TAA as well as MB causing very odd noisy aliasing on parts of skeletal mesh that do not move relative to the world.
I have a tank vehicle as a single skeletal mesh with turret being animated as a bone of this skeletal mesh. Turret is following the direction of the mouse cursor, here’s a blueprint:
Now, whenever I turn the tank around and keep the turret static, I get this really weird noisy aliasing. Part of it seems to be caused by TAA and other part by MB, because:
TAA+MB = noisy aliasing
TAA without MB = noisy aliasing
FXAA without MB = fine, no issues
FXAA+MB = noisy aliasing
I have created a video here:
I will be extremely thankful to anyone who can help me. I am thinking, perhaps, if the tank and the turret were a separate static meshes, instead of one skeletal mesh, could that help? Or can the way I am rotating the turret in the blueprint influence this?
If necessary, I am willing to give up MB for my game, although I won’t be happy about that. I don’t want to give up TAA though.
Alright, so I found that indeed there is a difference between how animated static mesh components are handled compared vs how the manually animated skeletal mesh bones are rendered.
When I re-make the same setup with tank built out of multiple static mesh components instead of one skeletal mesh component, it renders all fine. Furthermore, there seems to be a skeletal mesh component property, called “Per Bone Motion Blur”: FSkeletalMeshObject::ShouldUsePerBoneMotionBlur | Unreal Engine Documentation which seems to be present specifically to solve this, but it does not seem to help at all.
Here’s a video of the difference
I still hope someone who knows more about this would chime in. I am really interested as to why this is happening and how can I avoid it in the future.
I do not have a solution for this, but I can say I’m definitely noticing this myself. Every component I attach in blueprints appears blurry and there doesn’t seem to be a solution, save for turning off motion blur in post process all together?
Is this also present in the latest engine preview ?
and maybe it is actually related… In .24 the cloth sim on paragon twinblast is blurring out as you move very similarly to your tank. I figured it was a cloth bug of some sort / didn’t bother investigating.
This thread has been made long time ago. Since then I’ve reported it as a bug and the bug should be already fixed. So if you are experiencing similar issue, it’s probably not the same thing.