Skeletal mesh issue with glitching materials

Hey!

I have a camera and a square shaped skeletal mesh (with a material) in front of the camera. When I see it from a distance it’s no problem, the problem occurs exactly when the material is filling the whole screen (camera view). The material starts flickering at a certain distance and if the camera moves even slightly closer, the material is not rendered at all. If I render the skeletal mesh in the CustomDepth Pass, the issue is gone, but then I´m stuck with having the mesh outlined (due to custom depth outline). This is also something that isnt a problem with a static mesh, it only occurs to skeletal mesh.

So, how do I do to be able to have the camera view so close that the material of the skeletal mesh fills the whole screen?

Thanks!

Make sure the bodies of the cube in physical asset are covering the whole mesh. If that’s not the issue then increase the bounds scale of the skeletal mesh in its Details panel.

Thank you! Adjusting the scale bounds solved it!