Why is my gun mesh "Shaking"?


Hi guys!
As you can see, in the videos I’ve provided, my gun mesh is shaking. And it’s not from animations, because in the basic level, or the fps level, my gun doesn’t shake, but, when I go to the open world level, or my custom map level, my gun starts to shake, why is that?

I’ve tried using different anti-aliasings, turned motion blur off, played with the gun mesh materials, but don’t know why it’s still doesn’t work, it’s strange…

Hello!

Does your gun have collision?

It may be jostling with your character’s capsule component.

Hi!
My collision preset is on NoCollision

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Okay, some diagnoses needs to happen:

  1. Have you attached the gun to a bone of the character?
  2. How have you set up the animation? Does the gun have its own animation or does it just follow the character?

Suggestions in the meanwhile:

What happens when you don’t attach the gun to an object at all, and you transform it (program it to move) in play mode? (If it does jitter still, then that means it’s a material issue.)

What happens when the gun is not transformed; it’s just in the scene?

1.7 GB over video memory budget? what gpu your running?

the geometry looks like it’s not shaking, but it’s struggling to keep the texture tiles loaded. i’d guess it’s constantly reloading textures to the cache. i’m impressed your system manages kinda good fps while this happens.

In that video I was also trying to debug a situation in which lighting reacts weird on my weapon, and I don’t know why that also happens. So I was changing my engine settings from low, to medium, to cinematic

The shaking happens at every graphic setting, but it doesn’t happen on non-open-world maps, because this issue happens on the default open world map too, but not on the default basic level

if you’re on a “low end” gpu or don’t have 8 GB of VRAM i’d recommend you disable virtual shadow mapping and run an old school cascade shadow map for the sun light. vsm is a bit of data that will not always fit in 6 GB nor 4 GB of vram. if you got rtx/dlss available lowering the resolution can free up some memory too.

also… you can troubleshoot video memory with the stats display. figure out what’s overflowing. can be found there…

and looks like this…

buffers are mostly geometry. uav are compute things. and you got rendertargets and textures, obviously.

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  1. Yes
  2. Don’t know how to properly answer to this (sorry), but, I used Blender to make the animations. I have 1 animation FP_Reload that I exported through blender only for the character mesh, and I have another animation for only the gun that’s used only for the reload animation, which moves the gun components like the charging handle

I did what you said, and it apparently jitters when it’s just in the scene… So it’s the material? The gun comes from FPS Weapon Bundle which was last updated on UE 4.27, maybe that’s why?



IT’S THE MATERIAL/TEXTURE

.

Yes, so I’m inclined to agree with @glitchered, but before doling out any advice, I like to exhaust (no pun intended) all possibilities.

It appears that you have a streaming issue.

What are your specs?

(FYI: If you don’t have a 3000/4000 Series RTX, a 9+ Generation CPU, and at least 32 GB of RAM, you’ll have issues.)

EDIT: If you want to check to make sure that it’s the gun’s current material not being compatible, then change the material to something else.

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Then I guess it’s a hardware issue :sweat_smile:

I change the material on the gun
I changed the mesh with other gun meshes, including the default FPGUN from Epic, and it’s still jittering/shaking…

I roll with a laptop :joy: :joy:
RTX 3050 4gb
16gb ram
Ryzen 7 5800H
So, not that great of a system :sweat_smile:

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I see… Thank you!

Also, guys @glitchered @Leomerya12, is this lighting problem that I have with my gun mesh related to hardware issues?

I tried changing stuff in the post process volume, but got no results…

Because I want my guns to react kinda similarly to how lighting reacts in Cod, for example
Call Of Duty Modern Warfare II 2022 - All Weapons - YouTube

Disagree.

That’s a beefy laptop.

I’m on a desktop.

(Also, what is the issue, exactly? I don’t have the best eye for lighting.)

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gun lighing looks like it’s missing a roughness map. or the skylight is not the best. techincal artist issue to fix that. i guess you’ll learn that.

and well… that laptop is decent. good cpu. i got the smaller and older 4600H. but a 3060 with 6 GB. the 3050 is not the greatest due to limited amount of vram. ue5 is kinda heavy on the memory in the default config. i shot all i got in the other post.

you basicly gotta limit how much video memory the engine consumes to have more free space for your own content. you should basicly run a 4.2x config without all the bells and whistles. you can try raytracing or raytraced shadows tho. that should work great even on the 3050. the screenshot of my memory footprint is such a config, jsyk. and it runs a fleshed out terrain in 2.8 GB. it’s possible, but you gotta get there puling some levers.

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It gets the job done! But still, can’t run ue and world partition on high without getting “the memory exhausted” warning

The issue is that I don’t know how to make the gun mesh not be so dark, because in other fps games, like in Cod for example, lighting on gun meshes stay consistent, they don’t get as many shadows and sudden light shifting like I get

Comparing my gun mesh video with this cod video: Call Of Duty Modern Warfare II 2022 - All Weapons - YouTube

You can notice a huge difference in lighting quality
(the lighting on my gun stays the same even if I use cinematic settings)

Perhaps there is a way to make the gun mesh less affected by this ugly lighting?

Also thank you for your time and your answers! U the best, guys!

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I see!

Can’t help you.

Haha.

I think that’s a lighting maps issue. But all of that is outside of my scope.

(PS: If you intend to make any game on Unreal, you’ll need an INSANE laptop or a desktop. Unreal is free but NOT CHEAP.)
(PPS: A thought: maybe changing the material will help? Again, I’m not sure, but you can try.)

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Oh, ok! Got it!

@Leomerya12 @glitchered
Thank you guys for your time and for your help! I wish you well!

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