World Position Offset Movement Bugging / making meshes disappear

I’m moving my HISM using the World Position Offset in the material. They are moving as a group using the Rotate About Axis. All of that is working as intended. But the issue begins as they walk forward in WPO, they start to disappear in the edges of the screen.
So if i move my camera around the HISM it disappears by chunks with no explanation.
Im not doing anything for that to happen. And sadly this makes my idea broken from the start, because i cant do this if they disappear like that.
How can i at least make this less of a problem?
Is it normal for the WPO going to cause this issue and therefore its not suitable for movement in the map?

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I was experiencing something similar, what fixed it for me was: into your static mesh settings → General settings → Bounds extension. And adjust the bounds.
But since your’e moving the HISM itself, maybe adjusting the Hism component bounds (bounds scale) fixes it?

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That does fix it but temporarily. In my case im trying to move all the units in the map using wpo, so they move long distances in the wpo.
The issue is that if you set your bounds to like 1000,1000,1000. It helps, for a while. Until it goes of the bounds and starts bugging.
Should i put the bounds to the size of the map?
Isnt that counterproductive in terms of performance because it will now always get rendered?
For now the alternative solution i found, is to zero out/update the location of the HISM every now and then. So basically its a mixed system, i use wpo to move, but i also update the location every X frames, to prevent this from happening.

instead of doing it like that, can’t you just move the hism component itself instead? superior performance wise.

That is precisely why im doing it this way. Moving the HISM component or instances is performance wise, really bad.

Instead moving them using the WPO costs 0.
So i need to move them in the WPO.

However i came up with a new idea that is to move them using the WPO, and then once they get past their bounds too much, I update the component position to its current WPO position and reset the WPO to 0.

So basically like moving the WPO 99% of the time.
But i have a weird flickering, that is screwing everything up.

Do you notice the flickering?
Thats happening when i do just this 2 nodes:


So basically every like 5 seconds of movement, i make it do this, and it flickers really bad. But it shouldnt flicker. It is flickering because although im updating the position and reset the wpo at the same time. The wpo is only updated later. Or something like that.

I misunderstood. I thought you were doing a TON of separate instance updates, and then it would be more performant to just move the hism component itself. But wpo is the best by far yeah, aslong as you don’t go total overboard with updating custom data values. I’m having a flickering issue myself atm. And on my part it’s caused by TSR/TAA, no idea how to fix it atm.

Thanks for trying to help. Could you share whats the issue you are coming accross in detail. Because my units were hence flickering in another way before.

Can’t say if your issue is the same as mine. But on my part, it happens if i do move the hism component and adjust the instances to the position they used to obtain before the move. The instance got corrected flickers. I think it has to do something about how taa/tsr frame blends or something.

you mean the exact frame before? or you mean the wpo before you start moving at all, so it should be 0, 0, 0?

Could you please look at my project and see if you can tell what the solution is?
I have an army of HISM moving forward in the wpo, and i reset its WPO to 0, and update the location of the HISM to the current position each 200 frames. You can see the little flicker happening.

bumpity bump? bump bump