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
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.
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.
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.
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.