Side Scroller 2.5D can't disable motion blur - I think...

I am working on a 2.5D side scroller (per template) that I have modified so the player moves forward (left to right) all of the time, so it’s a side-scroller runner game. When I play it, the player/character stays in focus as you would expect since the camera follows them. However, everything else is blurry. I assumed that it is due to motion blur. Based upon that I tried disabling (unchecking) all motion blur settings for the side scroller character’s camera in the associated blueprint. This had no effect on it. I then tried checking all of the motion blur settings and putting the values to zero. Still no effect. Then I added a post-processing volume to the map and repeated the steps of trying to disable motion blur. Still no change. I’ve even gone into the project settings and unchecked motion blur - no change. Per some posts, I tried changing the anti-aliasing. Still no effect.

At this point I’m not sure if there’s some trick that I’m missing to fully disable motion blur or if it is something else altogether that I need to change. Any guidance with this would be greatly appreciated.

Could you post a screenshot of the problem? It might be cause by wrong DoF settings. Try to disable Depth of Field in the post process settings of the camera and see if that fixes it.

Thanks for the feedback.

In looking at the screenshot, it actually looks good. However, when you play it, everything but the player is really blurry (like left-to-right motion blur). For instance the handles on the lockers appear about three times as wide as they do in that image.

I’m starting to wonder if maybe it might be an issue of not enough FPS. Are there any good ways to test that theory?

Nonetheless, I’m going to try tweaking the DOF in the post-processing volume to see if it helps.

It’s also worth noting that I’ve tried all forms of anti-aliasing with no significant change. I read that it can cause streaking.

Here’s another image that I took with my camera. Not sure if the difference is do to shutter speed or that is actually what is happening on the PC screen.

EDIT: I just checked the FPS. It’s running in the mid 50’s, so I doubt that would be the issue.

Yeah, I agree, it looks like motion blur mixed with a low framerate might be causing it.
Just to make sure, have you disabled motion blur by either setting the motion blur amount to 0 on the post process effects of the pawn camera, or by disabling it in the project settings in Rendering?

btw you can check the framerate when playing the game by using the console command stat fps

Thanks again for the input. I’ll double-check the motion blur. I know at one point that I had it set to zero for the pawn camera, the post-processing volume (unbound), and the project settings.

I just checked the fps with the editors closed and it’s coming just under 70 fps. I would think that would be sufficient to prevent the ghosting effects.

mmh, 70 fps should be enough. Are you using a 144Hz monitor or something similar? I know that high framerate with low latency monitors can cause ghosting. Is it possible that your monitor is the cause of those artifacts?

Odd - I changed the motion blur settings again and the anti-aliasing, and it’s looking much better. Not perfect, but much better. I guess that there will always be somewhat of a blur because my character is moving L->R at a speed of 800. Thanks again for the help.