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"We've been able to enable velocity rendering when using instanced rendering. However, by looking at the generated vertex shader the computation of the previous position seems to be incorrect:
float4x4 InstanceTransform = transpose(GetInstanceTransform(Input));
return mul(mul(Input.Position, InstanceTransform), PreviousLocalToWorld);
shouldn't that code use a function like GetPreviousInstanceTransform() ?"
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-36287 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 4.12 |
Created | Sep 21, 2016 |
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Resolved | Jun 5, 2017 |
Updated | Apr 27, 2018 |