I am implementing new ImageType which dynamically depends on the pawn velocity. Currently I use the Get Physics Linear Velocity function on the pawn's Body Mesh to extract that velocity and use it within Unreal as such:

Unfortunately the velocity I get ends up very noisy, as clearly visible in my new ImageType (the second sub-window below), and kinda visible in the way the velocity magnitude printed in the upper left corner jumps around.

What I found curious is that when I apply the same procedure to a Car simulation, the result is just fine, as seen below.

Is this a known problem? Any ideas on how to fix this, or at least some alternative ways of reading the vehicle velocity into a post-process material?
I am implementing new ImageType which dynamically depends on the pawn velocity. Currently I use the Get Physics Linear Velocity function on the pawn's Body Mesh to extract that velocity and use it within Unreal as such:
Unfortunately the velocity I get ends up very noisy, as clearly visible in my new ImageType (the second sub-window below), and kinda visible in the way the velocity magnitude printed in the upper left corner jumps around.
What I found curious is that when I apply the same procedure to a Car simulation, the result is just fine, as seen below.
Is this a known problem? Any ideas on how to fix this, or at least some alternative ways of reading the vehicle velocity into a post-process material?