Hi Guys,
i have created a terrain with world machine and imported it as world composed tiled landscape into a ue4 third person test project.
Now i see terrain flickering at the end of the terrain. The Size is 5km x 5km. So is this usual in Editor Mode?
Here is a picture.
Cheers
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Flickering happens when TRIs are fighting. Have a look at the QuadOverdraw view. I have no experience with world machine imports, but - on normal meshes, you just move one mesh a pixel or something above the other one so they don’t overlap anymore and the flicker is gone.
My terrain project isn’t from wm, so , if the terrain itself made all in ue 5.3.2, is flickering , not all tiles, but many, how is that resolved ?
I an start playing on map in a certain spot, start walking round,and all of a sudden, no terrain, player is floating in the air, thats what it looks like.
For a time I thought this was maybe, having started got use Mac editor, maybe the Mac editor isn’t stable yet.
On another note, unity terrain shows no indications, from a new project terrain, of any flickering.
What to do when the terrain itself is flickering, and a high Rez screen shot, never shows it ?
To fix the flickering in UE5 you can try setting the Velocity Pass to be “Write after base pass” in the project rendering settings:
This fixed flickering for me in WorldScape
The issue above was related to occlusion. Changing when the velocity base pass happens would do absolutely nothing for it.