Instanced Static Meshes will have incorrect velocity if a Material uses World Position Offset. Fixed WPO in a material causes significant velocity on the ISM.
This was also replicated in //UE5/Release-5.5/, CL: 37644472
1. Download the Licensee's test project, compile, and open (see addl info URL)
2. Open the map /Game/Maps/ISMWPO
3. Play the level in PIE
4. Observe that the box centered on the screen appears to have a serious vibration, while the box on the right does not.
5. Press F8 to eject
6. Select the box on the right of the screen.
7. Observe that it is a regular Static Mesh
8. Select the box at the center of the screen
9. Observe it contains a UMyTestComponent
10. Go to MyTestComponent.cpp
11. Observe that in "UMyTestComponent::BeginPlay()", it spawns an InstancedStaticMeshComponent
12. Observe that PerInstancePrevTransform is set to true on the new InstancedStaticMeshComponent
13. In the editor, visualize velocity.
14. Observe that the Instanced Static Mesh distinctly draws moving velocity even when the camera and it are still.
15. Observe that the Material "/Game/LevelPrototyping/Meshes/WPOMaterial" has a fixed World Position Offset of
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-229684 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 5.5, 5.4.4 |
Target Fix | 5.6 |
Fix Commit | 37849400 |
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Created | Nov 5, 2024 |
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Resolved | Nov 6, 2024 |
Updated | Nov 7, 2024 |