Since the last engine merge in FN Main, any mesh that silhouettes against DOF will produce a bright, halo like effect on the outside edge. The further away the background is from the silhouetted mesh, the more pronounced the effect.
From what I can tell, it is caused by a combination of temporal AA and Gaussian blur depth of field. When one or the other is turned off, the bright halo disappears. I've attached screen shots of those 3 scenarios.
Fixed and shiped large number of FNBR versions that uses Gaussian DOF fine.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-42119 in the post.
0 |
Component | UE - Graphics Features |
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Target Fix | 4.20 |
Fix Commit | 3512696 |
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Main Commit | 4042226 |
Release Commit | 4095966 |
Created | Feb 17, 2017 |
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Resolved | Jan 30, 2018 |
Updated | May 31, 2018 |