Extreme blur when enabling tessellation on skeletal mesh

Enabling tessellation on a material applied to character mesh gives strange result. When character is moving fast it became all blurry. Removing both antialiasing and motion blur removes this effect. Material and mesh are from HeroTPP from ShooterGame example, with just tessellation enabled in the material (no actual displacement applied). I also tested in vanilla 3rd person template, with a simple material (only base color + tessellation) - same result.

Hello scha,

If you are able to remove the motion blur via the post process settings than this is functioning as intended. Reducing the motion blur values will control what you are seeing. This has no correlation with the materials tessellation.

I have tried testing out what you are saying via the 3rd person template and maybe I am missing a step. I create a new project using the 3rd Person Template, changing the material that is being applied to the skeletal mesh to “Flat Tesselation,” and “PN Triangles.”

I see the same default motion blur as when I play the game without changing these values. If I go into my post-process settings and disable the motion blur, I can see it gets rid of the effect as it would if I had not changed the tessellation of the material. If I am overlooking something please let me know, but as far as I can tell this is functioning as intended.

Thank you,

Hello and thank you for the quick reply!

I think my description was ambiguous. What I meant to say is that the character mesh should have no blur at all, because it’s not moving on the screen (it’s the player character).

I found a better way to reproduce it:

  • Take default 3rd person template with starter content
  • Create a contrast material to see the blur better (I used T_Tech_Hex_Tile_M from Starter Content as base color) without tessellation
  • Create a copy of this material with tessellation enabled
  • Set Jump Z Velocity in character movement to a high value, because the effect is stronger with high velocity. I used 6000.
  • Apply each of the materials to the character mesh then play and just jump in game.

My results are like this:

Without tessellation

With tessellation

For even more visible result I disabled the global post process volume and only used the post process from the camera. I used default values for motion blur (amount = 0.5, max=5, per object = 0.5) and default temporal aa. This is the result using tessellated material:

(I tried with 4.5.1 and 4.6.0 preview btw)

Hey again scha,

I appreciate your in depth response and clarification. I was able to reproduce exactly what you are seeing, on my end and I have made the developers aware of this issue. Currently the workaround for this is to turn off the Tessellation of your material for the Skeletal Mesh, or turn off the "Motion Blur’ settings within your “Post Process Volume.”

Again we thank you for the report as this helps improve our future versions and our user’s experience.

Cheers,

Hi! Just letting you know I have the same issue. Working with posable skeletal mesh here.