How can I disable Motionblur on TextRenderComponents?

I’m essentially using TextRenderComponents as HUD elements but they are affected by motion blur, therefore rendering them unreadable.
Is it possible to exclude them from the Motion Blur post process effect? Or should I use a different approach to Text elements on my HUD altogether (I’d prefer to keep these since they are easily editable via blueprints)?

thanks

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Having the same issues here.

Did anyone find a solution to this? I’m using a transparent material on an object in the foreground and it’s affected by the motion blur behind it

Has anyone found a solution for this?
Because in a VR environment (Oculus Rift) there is no way around using 3D elements for text.

Similar issue, I’d like to be able to disable motion blur for specific actors (HUD or otherwise). I have a few actors attached to the camera, so they move with the camera, meaning that they shouldn’t blur as the camera moves. But they do.

I’m guessing, since this thread is over a year and a half old with no answer, that there’s no way to do this. Has anyone looked through the engine source enough to confirm?

This is likely due to having Temporal AA on, switching to FXAA would solve your problem. Just go to your camera component and look for the AA Method. Tick the box next to it and change it to FXAA.

It might disable screen space reflections though.

I got a tip from someone else about rendering on a separate layer, anything you don’t want affected by motion blur. Our coder hasn’t been able to look into that yet

Not sure how viable a solution that is

@alperenakyuz: No difference, as I suspect this has nothing to do with AA

This solved my issue!

I had the same problems and I solved it by changing from TemporalAA to FXAA in

Settings->Project Settings->Engine->Rendering->Default Postprocessing Settings->Anti-Aliasing Method
using version 4.13.2