Motion Vector World Offset node is not working

HadockAndChips
Wed, 28 Jan 2026 09:17:51 +0000
Programming & Scripting

I was trying to test the new node mentioned in this page.

Epic Games Developer

Materials - New Features & Updates in Unreal Engine 5.7 | Knowledge base

This article highlights various new features and quality-of-life improvements for the Materials system in the 5.7 Unreal Engine release.

But it seemed this new node does not make any change with TSR, so I made a simple test.

This material modified velocity buffer at vertex level using WPO and Previous Frame switch node.

I just made the material to write a constant velocity (10, 0, 0) by setting current wpo to (0, 0, 0) and previous wpo to (-10, 0, 0).

Then I made a material with the new MVWO node.

This directly writes (10, 0, 0) to velocity.

In this case, both material would yield the same constant velocity.

I set console variable r.MotionBlur.Visualize to 1, so that velocity buffer visualization has some color dependent to the velocity direction.

Then, I visualize motion blur to see the velocity coloring.

The left sphere uses MVWO material, and right sphere uses WPO material.

Both should have the same motion vector, so same color, but the MVWO sphere is just black.

If I change the velocity values in both material,

WPO material’s velocity color changes,

MVWO material’s velocity color just stays black no matter what value I insert.

Nanite is not enabled in both mesh. and MVWO just does not work.

Is this a bug?

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