Discuss with the team what the actual desired behavior should be and adjust
this calculation.
This one is meant to stabilize the motion blur when we have a variable delta time but may be having knockon effects that we don't want in a sequencer cinematic situation.
ViewState->MotionBlurTimeScale = bEnableTimeScale ? (1.0f / (FMath::Max(View.Family->DeltaWorldTime, .00833f) * 30.0f)) : FixedBlurTimeScale;
Also we have reports that even at slomo/playrate of 1.0 you get 2x the desired blur at 60fps. This may actually be 'correct' size we're trying to normalize at 30fps.
use 'slomo' command or playrate track in sequencer while motion blur is active.
observe that motionblur length does not match actual pixel movement from frame to frame.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-46172 in the post.
21 |
Component | UE - Graphics Features |
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Affects Versions | 4.25 |
Target Fix | 5.1 |
Created | Jun 16, 2017 |
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Resolved | Aug 19, 2022 |
Updated | Aug 22, 2022 |