Meshes appearing too late after FOV change

Hi there,

currently I have a problem with some meshes that are appearing too late (I think it’s exactly one single frame) so you can see through walls / rocks. But this effect is very annyoing and I don’t know what exactly the problem is.

This happens directly after rotating the camera very fast or changing the FOV in big steps (from 100 to 30 for zooming purposes).

Here you can see an example directly after changing the FOV from 30 to 100.

First frame after changing:

Second frame after changing:

I think this only happens with meshes that were not visible before and suddenly have to be rendered. Maybe Unreal is calculating the renderlist of needed objects for the current FOV + camera angle too late. Could that be possible?

Maybe someone can help me. :slight_smile:

Okay. I understand. So I will fix this problem in my game by not changing the FOV too fast. I will add an animation to “zoom in” instead of setting the FOV directly.

Thank you for the link. It was helpful. :slight_smile:

Yeah, what you are seeing is culled objects appearing a frame later for some reason. You can find out more about it here: Could someone help me debug these rendering artifacts? - Rendering - Unreal Engine Forums