UMG Movement Jitter
I recently added some UMG's that pop up to show damage done to an enemy. I followed this tutorial to do it...
My issue is that when the UMG is moving around the screen as the player continues on running around there is a noticable jump as the umg goes from one pixel to the next as if it isn't properly blending the image when it is "bewteen" two pixels. I think i've seen something similar to this before inside Adobe After Effects and was called sub pixel interpolation or something to that name but I have no idea how I would fix that within UMG.
Thanks for reading!
I was able to attain something near a solution, it´s not perfect, mind you, but it is definitely an improvement. I remove the fractional part from the screen coordinates and use the result to set the position in viewport, I then use that fractional part to set a render translation. The result is a lot more bearable for me.
Hope it helps!
answered Mar 07 '18 at 02:52 PM
Just ran into this problem myself, the solution is easier than you think.
Create a material with the image in it, then move the image around using it's texturecoordinate. You can easily set material params using this (This is from C++ but im sure Blueprint nodes are the same)
Image > GetDynamicMaterial > SetScalarParameterValue
answered Jul 06 '18 at 04:34 PM
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