Minmap flickering for unkown reasons?

I have a minimap blueprint that runs off of a scene capture 2d. It works fine mostly. The camera follows above my pawn but there is a flickering of the area around my pawn in a large box.

The flickering occurs just around the pawn and moves and rotates with it.

Example:


Does anyone know what is causing this or how it might be fixed?

Hey Burnrate,

This could be a translucency sorting issue within the Scene Capture 2D component. It might also be a bounds scale issue of your waters surface. A couple of questions could help me narrow down the source of the issue.

  • Is your water using a translucent material?
  • Are you using HDR or LDR on your Scene Capture 2D?
  • What is the bounds scale of your waters surface?

Let me know if you have questions or need help answering the questions I have asked.

Cheers,

Hi Andrew,

Thank you for the reply :slight_smile:

The water does use a translucent material.

I have tried both LDR and HDR as well as toggling many of the show flags.

The bounds scale is set to one.

No problem :slight_smile:

Try setting the bounds scale to a bit larger number like 3 or 4 to see if that gets rid of the flickering.

I tried out setting the bounds up to 5 for both the ocean plane and the depth plane and various combinations from 1 to 5. I also tried moving the camera a lot closer and messing with the FOV. There was no change for anything.

Does it mean anything that the flickering follows the orientation of the pawn?

Yes, I noticed that as well. Are there any translucent materials on your pawn? It could be your water plane and a material on your pawn fighting for translucent priority.

Try setting the translucent sorting priority of your pawn to 1 and making sure the water plane is set to 0. This setting can be found within the ‘Rendering’ section within the details panel.

Let me know if this does not resolve the issue and we can try some other options to getting it working properly.

Cheers,

So I figured out it was the wake that is being spawned which causes the flicker (I hadn’t looked at that in a long time and the flicker orienting with the boat confused me, the orientation matches the spawn actor orientation).

It only flickers each time a wake actor is spawned but not while it is running (expanding and losing opacity).

The wake is like a spline mesh that matches the surface of the waves. It is assigned a material instance in it’s construction script. The moment before that material is assigned the material section in the ocean it was affecting got all messed up. It only showed in the scenecapture2d and not the normal camera.

What I did to fix it was spawn the mesh as not visible then on the Begin Play in the event graph I set it as visible and no more flicker :).

Thank you for all of your help! It would have taken me a lot longer to narrow down the cause without it.

http://i.imgur.com/Y1GikoM.png

http://i.imgur.com/pwLRV2N.png

The BP wake from the ocean project was the cause. It was spawning it’s mesh and adding the material instance in the constructor. For some reason the scenecapture2d was seeing it for a moment before the material was applied.

I just had it spawn as not visible then set it as visible on the begin play event.