I am currently working on an AR app and have found that my meshes or materials flicker only when they’re being scaled as components in blueprints. I am working with an ipad pro and deploying from my windows machine via a mac.
You can see a number of other meshes, both set to static/moveable which do not flicker in the same way. It is only the scaling/moving componants in the blueprint actors. When the same objects are no longer changing they are also no longer flickering, for the most part.
I have tried placing the same components in the scene outside of the blueprint and they render fine. I have quickly tried turning of culling, increasing the mesh bounds and briefly testing material issues. A number of the materials have nothing other than the 3 point colour so I don’t think it’s anything to do with imported textures, unless one bad one would effect the whole blueprint in that way?
The directional light and skylight in the scene are set to moveable.
I have a quick recording here where you can see the issue.
Scaling scene components and their children inside the BP. I’ve just noticed that this wasn’t a problem in 4.21 so will also try the new stuff back on that.
Yeah I had thought that might be it, but there are no double faces of overlapping, it only occurs during the movement. If it were Z fighting it would be all the time I think?
looks like z fighting. can you check your model?
you tried a basic object like a cube. it can happen if 2 faces are at the same place and
the renderer doesn’t know which one is nearer. so it flickers.