Character Ghosting

So there’s either a bug or some weird setting in the Third Person template,which ghosts your character when moving the camera with the mouse. Is there something wrong with the motion blur? I don’t know.

Hello AemonBarz,

This does appear to be related to the motion blur settings. Go into your ‘Post Process Volume’ and find the section within the ‘Details’ tab labeled ‘Motion Blur.’ Set this to a lower value or you can turn it off by entering 0.0 into the value fields. This should effectively disable the ghosting as you described. If you know you will not be using any motion blur within your project/game then you can go into the ‘Project Settings’ and under the ‘Rendering’ section you can disable the motion blur completely.

If you have any trouble locating the settings mentioned or if you have additional questions, please let me know.

Regards,

It’s not motion blur. I think its the anti-aliasing method UE4 uses. Temporal AA seems to be causing this. Switching to FXAA helps a bit, but looks worse, and putting it to “none” makes ghosting go away, but looks terrible. Is there some way to get another mothod of AA into UE4?

40772-untitled.jpg

Currently the only built in Anti-Aliasing implemented in the Engine are Temporal AA and FXAA.

If you would like to keep Temporal AA on and edit its rendering quality use these console variables.

‘r.TemporalAASharpness 1’ this is set to 0 by default. This reduces the amount of anti-aliasing (so makes the image sharper, but with more aliasing).

r.TemporalAASamples this is set to 8 by default, but you can increase this value to 16 or 32 for increased quality. Be careful since this will become a more expensive AA technique the higher the samples you choose.

r.MipMapLODBias -1 which sets a -1.0 bias (sharper). The default value for this is 0 and can be changed by using the same command.

Let me know if you still need assistance after trying the suggested resolutions.

Thank you,

These don’t seem to affect anything. Is there another solution perhaps?

Your choices for Anti-Aliasing are Temporal AA, FXAA, or None. This effect is a bit more intense when creating a new project in the default map since all of your materials are a flat color, you have nothing to break up the visual trails you are seeing.

We have a powerpoint from our main page which explains why we chose to implement Temporal AA and how it is calculated. Temporal AA is high performance and high quality anti-aliasing technique which is why we chose it as our main approach.

Temporal AA Powerpoint

This powerpoint is written by our developers and will give you all the information you need to know about Temporal AA. If you really want another solution and are good enough with code, you can always grab our source code and write in your own Anti-Aliasing method you would prefer to use. This is an advanced solution, but it can be done if you are not satisfied with the technique we use. Let me know if you have any other questions as I would be happy to help you find a solution to your issues.

Cheers,

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