I’m experiencing flickering artifacts on Landscape actor at far camera distances in UE4 4.14.
Artifacts happen even in a blank project with no settings changed.
Problem occurs in editor and standalone.
Problem seems to be limited to Landscape. It does not happen with static meshes at the same distances.
Problem happens mostly when the angle between the landscape surface and the camera is acute but will happen at other angles with increased distance.
It looks like a moire pattern / screen door effect from certain angles.
Steps to reproduce:
- Create a new blank project and a new blank level.
- Create Landscape with “Fill World” button. Ensure it is placed at origin (0, 0).
- Create material. Material is simple: Const Vector 3 (color) into base material input.
- Apply material to Landscape.
- Add Directional Light to level.
- Fly camera away (using speed 8) until landscape starts to flicker.
Note that this is an extremely simplified set of steps to create a level that demonstrate the problem.
Problem seems to be related to anti-aliasing.
Setting AA mode to FXAA or turning off Show->Anti-Aliasing seems to prevent artifacts except when moving the camera.
This problem happens with both World Composition and just flying the camera a certain distance from the landscape in a regular level.
Flickering starts to happen quite severely at distances around this position from origin / center of the landscape:
(X=-804017.125000,Y=139755.453125,Z=97068.093750)
You can copy and paste that line into any actor’s Transform → Location and then press ‘F’ with it selected to quickly jump there with the editor’s flying camera.
Update: When the Landscape is selected in the World Outliner hierarchy, the flickering stops completely, even when moving the camera. Enable Game Mode (G) with the landscape selected to get rid of the highlight. However, this is not a workaround or solution.