Walls and ceiling "spark" as I move through the level

I’m not sure if I should make a new question or add on to another one that’s similar HERE But, just to make sure everything is coming out fine as I need to be. I played through my level, but as I moved around the walls and ceiling became a little shiny and looked as if it sparking. But if I stand still, everything is looking as it needs to be. How can I fix this. Here’s a picture of my material note

Also, I tried plugging in only the constant to roughness and nothing.

Hey SoraJr,

You mentioned you attempted to plug in a single constant to the Roughness input. Could I see a screenshot of the material applied with a single constant vector with a roughness of 1.0 as its input to one of the walls or ceilings in your scene? In order to assist you with issues like these, we will always ask for some screenshots of the issue occurring in the project as this will help us determine the appropriate course of action.

Thanks,

A screenshot of your scene with this material applied is what I was referring.

Sorry I misunderstood. The first one is what I would like the scene to look like and the second is when I’m moving around. Showing the green wall and the top ceiling.

That is quite the visual, and I would check your characters camera as this could be where the problem is being introduced. Firstly, I would look at the Post Processing of the camera and make sure the values there are not overriding your scenes post process volume.

If the roughness of your material applied to these walls is a constant value of 1.0 then you should not be seeing any sort of shimmer.

This was my camera settings, I didn’t use the Post Processing on it because I didn’t want ot have any problems. I set the value to 1.0 then 0.0, but I’m still having this sparking issue

69373-capture.png

But when I switched to the Unreal basic blue character, the spark wasn’t as visible. Could it be related to the speed of character. I set mine a little higher.

Compare your current character’s camera to our Unreal character’s camera, and match the settings. You can use process of elimination to figure out which settings are different, and the potential cause of the issue.

After checking the camera and spring arm on both my character and Unreal’s blue man, there was nothing that was off and basically identical.

Is this only happening when you play through the third person character?

If that is the case, it has to be an issue within character blueprint itself. I would try turning up your post process blend weight again, back to 1.0, but making sure it’s priority is not overriding your world post processing.

I honestly can’t help you much further unless I have the project in front of me, so I can dig in and find the root of the issue. If you can share your project, which we always handle with the utmost privacy, you can do this by uploading it to google drive or dropbox and sharing the link with myself in a private forums message.

Thanks,

I’m sorry for the late reply, but I’m still editing the level. So I wouldn’t want a fix now, just for me to mess it up later if possible. So until I’m done, I’m requesting if I could get back to you on this matter. When I’m finish and feel comfortable on what I want the finished product to be like. Please & Thank You

After setting my directional light and skylight to movable, and setting this option on. I’ve fixed my problem.