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Rendering artifactTemporal Rendering

WPO Smearing

Correct previous-frame World Position Offset so TSR and motion blur receive usable velocity.

WPOmaterialsmotion vectorsTSRfoliage

What you're seeing

Vertex-deformed meshes blur, trail, or reveal a mismatched previous position during motion.

Likely causes

  • The material evaluates current WPO parameters for both the current and previous frame.
  • Velocity output for vertex deformation is disabled or absent.
  • The visible deformation and the recorded motion vector follow different code paths.

Check in this order

  1. 01Inspect the affected mesh in Motion Blur and Previous Frame Reprojection views.
  2. 02Confirm that Output velocities due to vertex deformation is enabled in Project Settings.
  3. 03Use Previous Frame Switch for runtime parameters that change the WPO result.
  4. 04Test the corrected material at the shipping velocity-pass setting and target frame rate.

Views and commands

Motion vectors

Show VisualizeMotionBlur

Checks whether the deformed mesh writes velocity in the expected direction.

Previous-frame reprojection

Show VisualizeReprojection

Shows alignment between current detail and the reprojected previous frame.

Material node

Previous Frame Switch

Supplies separate current-frame and previous-frame values to material logic.

Project setting

Rendering > Velocity > Output velocities due to vertex deformation

Allows WPO materials to evaluate current and previous positions for velocity.

Epic documentation

Related guides

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