I am using SceneCaptureComponent2D and UMG to create a binocular effect. Firstly I add a SceneCaptureComponent2D to my actor and attached it to root component . Then set the Scene Capture to an RenderTarget2D. I created a materila by using the TenderTarget2D in Texture sample and blend it with a binocular frame texture . Finally I set the material to an UMG Image. when I start to play game and try to rotate the SceneCaptureComponent2D in Selected Viewport everything goes well, and it sames succeed. However when I play in Standalone Game or
Packaged EXE and rotate the SceneCaptureComponent2D, afterimage (ghosting) effect will happen around the edge of binocular frame. How can I solve this problem?
Anyone can help me to solve this problem?
It seems your problem is in temporal anti aliasing (TAA, TSR, FSR, DLSS). They all have this side effect (to varying degrees, depending on the settings).
To some extent, it can be reduced if you enable this flag in the material settings:
You can use other antialiasing methods (FXAA, MSAA), but they either give a worse effect or waste too many resources.
P.S. Apparently, your antialiasing settings in the packed project and in standalone are different, that’s why you see different results.
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You can’t imagine how this have helped me. Thanks a lot. Wıth this step, I also had disabled the Translucency Flag of SceneCaptureComponent2D’s and i get wanted result.