I have some visual effect in my game - something like “plume” (?) from moving objects. For example - video with “plume” after character: UE4Editor 2015 09 06 13 36 37 78 - YouTube
This project is modified version of the “Third Person” example. with added Landscape. Material for the Lanscape is in the PlumeTest/Content/NewFolder/NewMaterial.
It done the same for me, but changing the ground terrain to material only without the texture, it ran fine.
Thank you for your report. This is a known issue in 4.9, what you’re probably seeing is the dithered quantization to remove banding when we switched the temporal history buffer to 11:11:10 from FP16. It wasn’t intended to be noticeable. We are currently investigating a solution to this issue. For reference, this issue is UE-21858.
Unfortunately, Hotfixes are releases that correct game development blockers which we define as items or behavior which stops all future development in your game. So, for instance, a crash on trying to package your game or a crash on hitting PIE.
This particular issue while admitted annoying and visually impeding does not stop further game development, so it will not be corrected until a major release.
The extensive ghosting that you first reported as been corrected in 4.10.1. What you are seeing now is a limitation of the TemporalAA and extremely repetitive flat textures on a surface. The engine is trying to give you the correct Sharpness of the Mip Map Level on the texture while also trying to blur the motion of the character.
There are two possible corrections that can be made that will limit the amount of ghosting that you are seeing. The first is to use FXAA instead of Temporal AA, this will completely remove the Ghosting as you are no longer using the system that generates it.
The other is to adjust the material where you are seeing the ghosting to a) be less repetitive or b) less sharp. By Less Repetitive I mean providing a visual breakup, like dirt on the ground or different variations of grass in a field. The key here is to layer various textures together to yield a result. This can be done with Decals, in the Material or with multiple objects (like foliage). By less sharp I mean adjusting the MipMap setting of the texture(s) in the Texture Editor to be less sharp (r.MipMapLOD Bias can be used for testing as a console command)