Weird wave effect on my hands and weapons...what is causing this???

Hey everyone, this might be unrelated to the FPS BP, but this one has been bothering me for months and I’ve just been avoiding it: Why are my hands/arms and weapon so weird and wavy? Looks like heat or that they’re melting/boiling.

I can’t seem to find a way to fix this. I tried a million things, you name it I tried it.
As the video shows, everything looks fine, except the hands and weapon, especially the gloves/wrist area.
It’s like you’re on acid or drugs or something
Tried all Antialiasing types…FXAA works best but still wavy
Switched between all modes using DLSS, no changes
Switched between DX11 and DX12, no changes
Any help would be appreciated :slightly_smiling_face:

Hey @nikolistary
Does this also happen on an empty map?

In other projects, no it doesn’t happen. I have been asking around to my various sellers and they mention Materials, Master Materials, WPO and wind…I have deleted all WPO from all Materials everywhere and the issue won’t go away.

I do have some wind effects on my trees and foliage…but I have no idea how these details could infect my arms and guns. I tried opening up various arms and guns and their materials and see no wind effects, WPO, nothing…everything looks OK. I am flabbergasted at how and why this is happening.

So, what happens if you create an empty map or basic map in this project and test your character?
If this effect still appears it could be a material.

Yes it is Material related, but I am confused as to why this issue is only affecting arms and guns.

On an empty brand new FPS template, the mannequin’s arms and weapon looks fine.

In my personal project, it looks like the video above.

It is clearly material related.

But when I click on the arms or gun and investigate the material, nothing looks wrong. I went into the Parent material and see nothing unordinary, no wind effects, nothing. Ultra confusing.

Seeing as how my game is a first person shooter I desperately need this fixed.

Did you try another (new) material? Just to double check.
How does your material look like?

When I change the arms or gun material to a different material, the issue persists…no changes and still showing that awful effect.

It’s like no matter what I do the arms and guns keep showing this awful effect.

When you open your skeletal mesh from the content browser does this effect also appear?

What you could also test:

  • Empty map and no animation inside your character
  • Check the camera settings of your character (details panel => show only modified settings)

Is this an asset from the marketplace without modifications? Which plugins do you use?

It only happens when my FPS character picks up a weapon. I have hundreds of thousands of assets with hundreds of marketplace assets, too many to name

What happens when you pick up a weapon? Which events get executed on pickup? How does your weapon bp look like?

Oh wow it honestly looks like WPO shifting inside the material but that’s definitely ruled out. Another good question is, is it just this gun or guns from a specific pack, or if it’s all guns? Since your hands don’t seem to do it natively then it could have to do with the attached weapons one way or another.

1 Like

I know the culprit: I am too far away from origin point of 0,0,0. That’s it. It has nothing to do with materials. Refer to LWC.

In the docs, Epic says to enter: UE_USE_UE4_WORLD_MAX=0

But they don’t say in detail exactly where to type this in (.ini files or what??)

Where can I type this in?

Oh wow! Usually floating point is visible on all meshes! If this was a singleplayer game you could just rebase the world origin. That said I’m looking into that variable you mentioned.

So it does look like a configuration line. However it’s not one I’d seen before. It could be referencing global values, but it’s not in the list for that or a command from what I can see.

I was combing through the source code to find where it was referenced. The only location (aside from world settings) I found was in EngineDefines.h header file. It creates a definition for it and assigns it’s value as 1 there. However to change anything in the engine core you’d have to be working from the source.

Have you tried seeing if changing it to the basic UE4 LWC to see if it was far enough before removing the limiter? It seems like it could be unstable to be completely removed like this macro seems to do.

image