# UE 5.5 - Heavy ghosting offset of my moving object

**URL:** <https://forums.unrealengine.com/t/ue-5-5-heavy-ghosting-offset-of-my-moving-object/2445296>\
**Category:** Rendering\
**Tags:** unreal-engine, Lumen, Rendering, question\
**Created:** [April 7, 2025, 7:56pm UTC](https://forums.unrealengine.com/t/ue-5-5-heavy-ghosting-offset-of-my-moving-object/2445296 "2025-04-07T19:56:58Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![SanderK](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sanderk/32/1049973_2.png) [@SanderK](https://forums.unrealengine.com/u/SanderK)\
**Post date:** [April 9, 2025, 6:56pm UTC](https://forums.unrealengine.com/t/ue-5-5-heavy-ghosting-offset-of-my-moving-object/2445296/4 "2025-04-09T18:56:02Z")

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I ran into similar ghosting issues before here’s a quick checklist that helped me fix it:

- **Motion Blur** :  
Try turning it off in your Post Process Volume or Project Settings (Rendering → Motion Blur = 0).

- **TSR / Temporal AA** :  
Switch to FXAA or MSAA, TSR can cause heavy ghost trails on moving objects.

- **Nanite** :  
If your mesh uses Nanite, try disabling it temporarily this can also cause ghosting with fast-moving Nanite meshes.

- **Camera Lag** :  
If you’re using a Spring Arm, disable Camera Lag and set Lag Speed to 0.

- **Materials** :  
If the mesh uses World Position Offset in its material, make sure `Disable Depth Test` is off and correct usage flags are enabled.

Hope one of those solves it.

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