\\\"https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/f/4/0f46c50da02c0581719453e77abe9b22cdcb10a1.mp4\\\"\\u003e\\n \\u003ca href=\\\"https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/f/4/0f46c50da02c0581719453e77abe9b22cdcb10a1.mp4\\\" rel=\\\"noopener nofollow ugc\\\"\\u003ehttps://d3kjluh73b9h9o.cloudfront.net/original/4X/0/f/4/0f46c50da02c0581719453e77abe9b22cdcb10a1.mp4\\u003c/a\\u003e\\n \\u003c/source\\u003e\\u003c/video\\u003e\\n \\u003c/div\\u003e\\u003cp\\u003e\\u003c/p\\u003e\",\"post_number\":1,\"post_type\":1,\"updated_at\":\"2023-02-23T09:02:23.329Z\",\"reply_count\":0,\"reply_to_post_number\":null,\"quote_count\":0,\"incoming_link_count\":826,\"reads\":183,\"readers_count\":182,\"score\":4126.4,\"yours\":false,\"topic_id\":776920,\"topic_slug\":\"wpo-animated-instanced-static-mesh-smearing\",\"display_username\":\"Zkarts\",\"primary_group_name\":\"Registered_Users\",\"flair_name\":null,\"flair_url\":null,\"flair_bg_color\":null,\"flair_color\":null,\"flair_group_id\":null,\"version\":1,\"can_edit\":false,\"can_delete\":false,\"can_recover\":false,\"can_see_hidden_post\":false,\"can_wiki\":false,\"link_counts\":[{\"url\":\"https://forums.unrealengine.com/t/wpo-issue-in-ue-5-0-on-all-materials-severe-smear-dither/515780\",\"internal\":true,\"reflection\":false,\"title\":\"WPO issue in UE 5.0 on all materials, severe smear/dither\",\"clicks\":10},{\"url\":\"https://forums.unrealengine.com/t/foliage-has-a-shadow-noise-grain-how-to-fix-it/727330\",\"internal\":true,\"reflection\":false,\"title\":\"Foliage has a Shadow noise/grain - How to fix it?\",\"clicks\":7},{\"url\":\"https://forums.unrealengine.com/t/temporal-super-resolution-problem/572719\",\"internal\":true,\"reflection\":false,\"title\":\"Temporal Super Resolution Problem\",\"clicks\":5},{\"url\":\"https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/f/4/0f46c50da02c0581719453e77abe9b22cdcb10a1.mp4\",\"internal\":false,\"reflection\":false,\"clicks\":0}],\"read\":true,\"user_title\":null,\"bookmarked\":false,\"actions_summary\":[],\"moderator\":false,\"admin\":false,\"staff\":false,\"user_id\":1697000,\"hidden\":false,\"trust_level\":1,\"deleted_at\":null,\"user_deleted\":false,\"edit_reason\":null,\"can_view_edit_history\":false,\"wiki\":false,\"user_custom_fields\":{\"badges\":null,\"background_image_path\":null},\"unreal_post_count\":6,\"unreal_user_answers_count\":0,\"can_accept_answer\":false,\"can_unaccept_answer\":false,\"accepted_answer\":false,\"topic_accepted_answer\":false,\"can_vote\":false},{\"id\":2562329,\"name\":\"Fine_Cut_Bodies\",\"username\":\"Fine_Cut_Bodies\",\"avatar_template\":\"https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png\",\"created_at\":\"2023-02-24T01:04:11.123Z\",\"cooked\":\"\\u003cp\\u003eActually, I was fighting with it too today and narrowed down to TSR causing Instanced Static Meshes smear…\\u003c/p\\u003e\\n\\u003cp\\u003eI have no solution other than not to use ISMs or TSR, but this is a basic blueprint with:\\u003c/p\\u003e\\n\\u003cul\\u003e\\n\\u003cli\\u003e1x Static Mesh\\u003c/li\\u003e\\n\\u003cli\\u003e1x Instanced Static Mesh with one instance\\u003c/li\\u003e\\n\\u003cli\\u003e1x Hierarhical Instanced Static Mesh with one instance\\u003c/li\\u003e\\n\\u003c/ul\\u003e\\n\\u003cp\\u003eThe only mesh not smearing is the normal Static Mesh… If I switch to any other AA method, all looks good. No problem in the editor and no problem if there is no rotation, so probably it’s about velocity vectors…\\u003c/p\\u003e\\n\\u003cp\\u003eIt’s UE5.1.1 and “Velocity Pass” to “Write during base pass” has no effect on it.\\u003c/p\\u003e\\n\\u003cp\\u003e\\u003c/p\\u003e\\u003cdiv class=\\\"video-container\\\"\\u003e\\n \\u003cvideo width=\\\"100%\\\" height=\\\"100%\\\" preload=\\\"metadata\\\" controls=\\\"\\\"\\u003e\\n \\u003csource src=\\\"https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/b/9/8b91c49ce298b3b56731594e02f53bb0b48295b2.mp4\\\"\\u003e\\n \\u003ca href=\\\"https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/b/9/8b91c49ce298b3b56731594e02f53bb0b48295b2.mp4\\\" rel=\\\"noopener nofollow ugc\\\"\\u003ehttps://d3kjluh73b9h9o.cloudfront.net/original/4X/8/b/9/8b91c49ce298b3b56731594e02f53bb0b48295b2.mp4\\u003c/a\\u003e\\n \\u003c/source\\u003e\\u003c/video\\u003e\\n \\u003c/div\\u003e\\u003cp\\u003e\\u003c/p\\u003e\",\"post_number\":2,\"post_type\":1,\"updated_at\":\"2023-02-24T01:23:18.223Z\",\"reply_count\":0,\"reply_to_post_number\":null,\"quote_count\":0,\"incoming_link_count\":9,\"reads\":163,\"readers_count\":162,\"score\":92.4,\"yours\":false,\"topic_id\":776920,\"topic_slug\":\"wpo-animated-instanced-static-mesh-smearing\",\"display_username\":\"Fine_Cut_Bodies\",\"primary_group_name\":\"Registered_Users\",\"flair_name\":null,\"flair_url\":null,\"flair_bg_color\":null,\"flair_color\":null,\"flair_group_id\":null,\"version\":2,\"can_edit\":false,\"can_delete\":false,\"can_recover\":false,\"can_see_hidden_post\":false,\"can_wiki\":false,\"link_counts\":[{\"url\":\"https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/b/9/8b91c49ce298b3b56731594e02f53bb0b48295b2.mp4\",\"internal\":false,\"reflection\":false,\"clicks\":0},{\"url\":\"https://forums.unrealengine.com/t/temporal-super-resolution-problem/572719/7\",\"internal\":true,\"reflection\":true,\"title\":\"Temporal Super Resolution Problem\",\"clicks\":7}],\"read\":true,\"user_title\":null,\"bookmarked\":false,\"actions_summary\":[{\"id\":2,\"count\":1}],\"moderator\":false,\"admin\":false,\"staff\":false,\"user_id\":35307,\"hidden\":false,\"trust_level\":2,\"deleted_at\":null,\"user_deleted\":false,\"edit_reason\":null,\"can_view_edit_history\":false,\"wiki\":false,\"unreal_post_count\":10,\"unreal_user_answers_count\":0,\"can_accept_answer\":false,\"can_unaccept_answer\":false,\"accepted_answer\":false,\"topic_accepted_answer\":false},{\"id\":2698308,\"name\":\"wahoozerman\",\"username\":\"wahoozerman\",\"avatar_template\":\"https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png\",\"created_at\":\"2023-04-11T21:22:35.745Z\",\"cooked\":\"\\u003cp\\u003eHey. I also had this issue using mass entities. We have mass entities that are visualized as instanced static meshes. After moving at all they would smear badly when stopped. We could minimize this by disabling motion blur but you could still see a tiny amount of jitter on them\\u003c/p\\u003e\\n\\u003cp\\u003eWe are in UE5.1.1.\\u003c/p\\u003e\\n\\u003cp\\u003eWe were able to fix this issue by changing “Velocity Pass” in the project settings to “Write \\u003cem\\u003eAFTER\\u003c/em\\u003e base pass.”\\u003c/p\\u003e\",\"post_number\":3,\"post_type\":1,\"updated_at\":\"2023-04-11T21:22:35.745Z\",\"reply_count\":0,\"reply_to_post_number\":null,\"quote_count\":0,\"incoming_link_count\":6,\"reads\":137,\"readers_count\":136,\"score\":72.2,\"yours\":false,\"topic_id\":776920,\"topic_slug\":\"wpo-animated-instanced-static-mesh-smearing\",\"display_username\":\"wahoozerman\",\"primary_group_name\":\"Registered_Users\",\"flair_name\":null,\"flair_url\":null,\"flair_bg_color\":null,\"flair_color\":null,\"flair_group_id\":null,\"version\":1,\"can_edit\":false,\"can_delete\":false,\"can_recover\":false,\"can_see_hidden_post\":false,\"can_wiki\":false,\"read\":true,\"user_title\":null,\"bookmarked\":false,\"actions_summary\":[{\"id\":2,\"count\":1}],\"moderator\":false,\"admin\":false,\"staff\":false,\"user_id\":330388,\"hidden\":false,\"trust_level\":1,\"deleted_at\":null,\"user_deleted\":false,\"edit_reason\":null,\"can_view_edit_history\":false,\"wiki\":false,\"unreal_post_count\":1,\"unreal_user_answers_count\":0,\"can_accept_answer\":false,\"can_unaccept_answer\":false,\"accepted_answer\":false,\"topic_accepted_answer\":false},{\"id\":3011771,\"name\":\"Zkarts\",\"username\":\"Zkarts\",\"avatar_template\":\"/user_avatar/forums.unrealengine.com/zkarts/{size}/726811_2.png\",\"created_at\":\"2023-05-24T00:51:13.012Z\",\"cooked\":\"\\u003cp\\u003eI updated my project to 5.2 and attempted the suggested fix again, but that did not resolve the issue for us. I recreated the project by Fine_Cut_Bodies and submitted a bug report for it.\\u003c/p\\u003e\",\"post_number\":4,\"post_type\":1,\"updated_at\":\"2023-05-24T00:51:13.012Z\",\"reply_count\":0,\"reply_to_post_number\":null,\"quote_count\":0,\"incoming_link_count\":6,\"reads\":123,\"readers_count\":122,\"score\":69.4,\"yours\":false,\"topic_id\":776920,\"topic_slug\":\"wpo-animated-instanced-static-mesh-smearing\",\"display_username\":\"Zkarts\",\"primary_group_name\":\"Registered_Users\",\"flair_name\":null,\"flair_url\":null,\"flair_bg_color\":null,\"flair_color\":null,\"flair_group_id\":null,\"version\":1,\"can_edit\":false,\"can_delete\":false,\"can_recover\":false,\"can_see_hidden_post\":false,\"can_wiki\":false,\"link_counts\":[{\"url\":\"https://forums.unrealengine.com/t/tsr-feedback-thread/883977/44\",\"internal\":true,\"reflection\":true,\"title\":\"TSR feedback thread\",\"clicks\":1}],\"read\":true,\"user_title\":null,\"bookmarked\":false,\"actions_summary\":[{\"id\":2,\"count\":1}],\"moderator\":false,\"admin\":false,\"staff\":false,\"user_id\":1697000,\"hidden\":false,\"trust_level\":1,\"deleted_at\":null,\"user_deleted\":false,\"edit_reason\":null,\"can_view_edit_history\":false,\"wiki\":false,\"user_custom_fields\":{\"badges\":null,\"background_image_path\":null},\"unreal_post_count\":6,\"unreal_user_answers_count\":0,\"can_accept_answer\":false,\"can_unaccept_answer\":false,\"accepted_answer\":false,\"topic_accepted_answer\":false},{\"id\":3087538,\"name\":\"Zkarts\",\"username\":\"Zkarts\",\"avatar_template\":\"/user_avatar/forums.unrealengine.com/zkarts/{size}/726811_2.png\",\"created_at\":\"2023-07-08T21:04:58.931Z\",\"cooked\":\"\\u003cp\\u003eFrom another thread I found how to display motion vectors: \\u003ca href=\\\"https://forums.unrealengine.com/t/gen-5-temporal-anti-aliasing/152107/15\\\" class=\\\"inline-onebox\\\"\\u003eGen 5 Temporal Anti-Aliasing - #15 by Guillaume.Abadie\\u003c/a\\u003e\\u003cbr\\u003e\\nIn the editor window, click Show → Visualize → Motion Blur. That showed me that the only mesh generating motion vectors is the regular static mesh (the middle in the image). The instanced static meshes do not.\\u003cbr\\u003e\\n\\u003cdiv class=\\\"lightbox-wrapper\\\"\\u003e\\u003ca class=\\\"lightbox\\\" href=\\\"https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/4/c/14c3a5588270e6db26d4ca4719e914812ba7b402.png\\\" data-download-href=\\\"/uploads/short-url/2XGIyYOwqfmuScDrpWCEn8gidLY.png?dl=1\\\" title=\\\"image\\\" rel=\\\"noopener nofollow ugc\\\"\\u003e\\u003cimg src=\\\"https://d3kjluh73b9h9o.cloudfront.net/optimized/4X/1/4/c/14c3a5588270e6db26d4ca4719e914812ba7b402_2_690x337.png\\\" alt=\\\"image\\\" data-base62-sha1=\\\"2XGIyYOwqfmuScDrpWCEn8gidLY\\\" width=\\\"690\\\" height=\\\"337\\\" srcset=\\\"https://d3kjluh73b9h9o.cloudfront.net/optimized/4X/1/4/c/14c3a5588270e6db26d4ca4719e914812ba7b402_2_690x337.png, https://d3kjluh73b9h9o.cloudfront.net/optimized/4X/1/4/c/14c3a5588270e6db26d4ca4719e914812ba7b402_2_1035x505.png 1.5x, https://d3kjluh73b9h9o.cloudfront.net/optimized/4X/1/4/c/14c3a5588270e6db26d4ca4719e914812ba7b402_2_1380x674.png 2x\\\" data-dominant-color=\\\"4D4C48\\\"\\u003e\\u003cdiv class=\\\"meta\\\"\\u003e\\u003csvg class=\\\"fa d-icon d-icon-far-image svg-icon\\\" aria-hidden=\\\"true\\\"\\u003e\\u003cuse href=\\\"#far-image\\\"\\u003e\\u003c/use\\u003e\\u003c/svg\\u003e\\u003cspan class=\\\"filename\\\"\\u003eimage\\u003c/span\\u003e\\u003cspan class=\\\"informations\\\"\\u003e1867×913 244 KB\\u003c/span\\u003e\\u003csvg class=\\\"fa d-icon d-icon-discourse-expand svg-icon\\\" aria-hidden=\\\"true\\\"\\u003e\\u003cuse href=\\\"#discourse-expand\\\"\\u003e\\u003c/use\\u003e\\u003c/svg\\u003e\\u003c/div\\u003e\\u003c/a\\u003e\\u003c/div\\u003e\\u003c/p\\u003e\\n\\u003cp\\u003eI found that the smearing improves a lot in this test project by using TAA instead of TSR. Just the switch to TAA did not resolve the issue in our own project from my original post, so I tried applying the same logic I found in this test project.\\u003cbr\\u003e\\nWe had “Output velocities due to vertex deformation” enabled, which generated motion vectors for our instanced static meshes, which did not happen in the test project, so I disabled this. That improved the smearing to the point where transform changes did not cause any smearing, but since we turned off the motion vectors from WPO changes, whenever our enemies animate, the smearing is quite bad.\\u003c/p\\u003e\\n\\u003cp\\u003eIn essence, fixing one problem causes the other and vice versa…\\u003c/p\\u003e\",\"post_number\":5,\"post_type\":1,\"updated_at\":\"2023-07-08T21:04:58.931Z\",\"reply_count\":0,\"reply_to_post_number\":null,\"quote_count\":0,\"incoming_link_count\":30,\"reads\":110,\"readers_count\":109,\"score\":186.8,\"yours\":false,\"topic_id\":776920,\"topic_slug\":\"wpo-animated-instanced-static-mesh-smearing\",\"display_username\":\"Zkarts\",\"primary_group_name\":\"Registered_Users\",\"flair_name\":null,\"flair_url\":null,\"flair_bg_color\":null,\"flair_color\":null,\"flair_group_id\":null,\"version\":1,\"can_edit\":false,\"can_delete\":false,\"can_recover\":false,\"can_see_hidden_post\":false,\"can_wiki\":false,\"link_counts\":[{\"url\":\"https://forums.unrealengine.com/t/gen-5-temporal-anti-aliasing/152107/15\",\"internal\":true,\"reflection\":false,\"title\":\"Gen 5 Temporal Anti-Aliasing\",\"clicks\":13},{\"url\":\"https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/4/c/14c3a5588270e6db26d4ca4719e914812ba7b402.png\",\"internal\":false,\"reflection\":false,\"title\":\"14c3a5588270e6db26d4ca4719e914812ba7b402.png\",\"clicks\":0}],\"read\":true,\"user_title\":null,\"bookmarked\":false,\"actions_summary\":[{\"id\":2,\"count\":1}],\"moderator\":false,\"admin\":false,\"staff\":false,\"user_id\":1697000,\"hidden\":false,\"trust_level\":1,\"deleted_at\":null,\"user_deleted\":false,\"edit_reason\":null,\"can_view_edit_history\":false,\"wiki\":false,\"user_custom_fields\":{\"badges\":null,\"background_image_path\":null},\"unreal_post_count\":6,\"unreal_user_answers_count\":0,\"can_accept_answer\":false,\"can_unaccept_answer\":false,\"accepted_answer\":false,\"topic_accepted_answer\":false},{\"id\":3109000,\"name\":\"Zkarts\",\"username\":\"Zkarts\",\"avatar_template\":\"/user_avatar/forums.unrealengine.com/zkarts/{size}/726811_2.png\",\"created_at\":\"2023-07-22T23:21:30.553Z\",\"cooked\":\"\\u003cp\\u003eTo call this a solution is a bit of a stretch, but given the current state of things and the engine version we’re working with, we managed to get this working.\\u003c/p\\u003e\\n\\u003cp\\u003eWe found that setting the cvar \\u003ccode\\u003er.Velocity.ForceOutput\\u003c/code\\u003e to 1 made our instanced static meshes output motion vectors, even though they had WPO animation as well (digging through the source code, this seemed to be a factor why that was being skipped perhaps.\\u003c/p\\u003e\\n\\u003cp\\u003eForcing these motion vectors to be generated made things look much better, as long as our enemies moved. When they would stop moving, they maintained their previous motion vectors, looking as though they were swirling around when their last movement was a roation, or blurred directionally if their last movement was a translation.\\u003cbr\\u003e\\nThis gave us the hint to look for any suggestions of the update being skipped in code for optimisation purposes. We found cases of this, so we opted to force a tiny bit of movement on the enemies each frame, so we just have them all move 0.01f in the x direction each frame in order to trick the engine to generate the motion vectors for us still.\\u003c/p\\u003e\\n\\u003cp\\u003eIt worked and our enemies look a lot clearer and better. The small movement is irrelevant in gameplay as our players nor enemies will not be in the same place for long enough for that displacement to matter.\\u003c/p\\u003e\",\"post_number\":6,\"post_type\":1,\"updated_at\":\"2023-07-22T23:21:30.553Z\",\"reply_count\":0,\"reply_to_post_number\":null,\"quote_count\":0,\"incoming_link_count\":10,\"reads\":97,\"readers_count\":96,\"score\":69.2,\"yours\":false,\"topic_id\":776920,\"topic_slug\":\"wpo-animated-instanced-static-mesh-smearing\",\"display_username\":\"Zkarts\",\"primary_group_name\":\"Registered_Users\",\"flair_name\":null,\"flair_url\":null,\"flair_bg_color\":null,\"flair_color\":null,\"flair_group_id\":null,\"version\":1,\"can_edit\":false,\"can_delete\":false,\"can_recover\":false,\"can_see_hidden_post\":false,\"can_wiki\":false,\"read\":true,\"user_title\":null,\"bookmarked\":false,\"actions_summary\":[],\"moderator\":false,\"admin\":false,\"staff\":false,\"user_id\":1697000,\"hidden\":false,\"trust_level\":1,\"deleted_at\":null,\"user_deleted\":false,\"edit_reason\":null,\"can_view_edit_history\":false,\"wiki\":false,\"user_custom_fields\":{\"badges\":null,\"background_image_path\":null},\"unreal_post_count\":6,\"unreal_user_answers_count\":0,\"can_accept_answer\":false,\"can_unaccept_answer\":false,\"accepted_answer\":false,\"topic_accepted_answer\":false}],\"stream\":[2561389,2562329,2698308,3011771,3087538,3109000]},\"timeline_lookup\":[[1,453],[2,452],[3,405],[4,363],[5,317],[6,303]],\"suggested_topics\":[{\"id\":1655477,\"title\":\"Experiencing pops of light as camera passes through scene\",\"fancy_title\":\"Experiencing pops of light as camera passes through scene\",\"slug\":\"experiencing-pops-of-light-as-camera-passes-through-scene\",\"posts_count\":1,\"reply_count\":0,\"highest_post_number\":1,\"image_url\":null,\"created_at\":\"2024-01-31T07:27:09.129Z\",\"last_posted_at\":\"2024-01-31T07:27:09.284Z\",\"bumped\":true,\"bumped_at\":\"2024-01-31T07:27:09.284Z\",\"archetype\":\"regular\",\"unseen\":false,\"pinned\":false,\"unpinned\":null,\"excerpt\":\"Hello, I am experienced a strange thing when my camera moves through my scene during render only. \\nI have these light pops that appear on some static meshes as the camera gets to a certain point to the mesh and k cannot \\u0026hellip;\",\"visible\":true,\"closed\":false,\"archived\":false,\"bookmarked\":null,\"liked\":null,\"thumbnails\":null,\"tags\":[\"unreal-engine\",\"question\"],\"tags_descriptions\":{},\"like_count\":0,\"views\":65,\"category_id\":36,\"featured_link\":null,\"has_accepted_answer\":false,\"posters\":[{\"extras\":\"latest single\",\"description\":\"Original Poster, Most Recent Poster\",\"user\":{\"id\":6391533,\"username\":\"ed_2251\",\"name\":\"ed_2251\",\"avatar_template\":\"https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png\",\"trust_level\":1,\"unreal_badges\":null}}]},{\"id\":1659005,\"title\":\"UE crash help\",\"fancy_title\":\"UE crash help\",\"slug\":\"ue-crash-help\",\"posts_count\":1,\"reply_count\":0,\"highest_post_number\":1,\"image_url\":\"https://d3kjluh73b9h9o.cloudfront.net/optimized/4X/0/4/a/04acfcd5b4b02a442bebbdfe9df40ca293fd816d_2_1024x534.jpeg\",\"created_at\":\"2024-02-01T20:53:47.691Z\",\"last_posted_at\":\"2024-02-01T20:53:47.814Z\",\"bumped\":true,\"bumped_at\":\"2024-02-01T20:53:47.814Z\",\"archetype\":\"regular\",\"unseen\":false,\"pinned\":false,\"unpinned\":null,\"excerpt\":\"Sorry, if this is in the wrong section of the forum. So UE 5.0.3 has been frequently crashing for me for weeks now. It started to frequently crash after re-installing UE when I temporarily uninstalled UE. 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INFO:I’m working on a project using the MassEntity system to drive enemies that are animated using World Position Offset. We took the material and resources from the Matrix project, but we’re getting bad smearing on the enemi…
*
・
This video 「WPO animated instanced static mesh smearing - Rendering - Epic Developer Community Forums
」@unrealengine.com
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