Description

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.

Steps to Reproduce

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.

Have Comments or More Details?

There's no existing public thread on this issue, so head over toAnswerHub just mention UE-46172 in the post.

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Fixed
ComponentRendering
Affects Versions4.25
Target Fix4.25
CreatedJun 16, 2017
ResolvedMay 20, 2020
UpdatedMay 22, 2020