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…
Have you attached the gun to a bone of the character?
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…
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?
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.
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
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.)