I’ve been playing around with the vehicle blueprint, and I wanted to change the default “sedan” model. So I fired up Maya and rigged myself up a little car, and then imported it into UDK. I set it up as a skeletal mesh, and added a simple physics box like so:
I have no clue what’s going on. I noticed that the x-axis arrow on the collision box is pointed up in my physics asset editor. If I rotate the box so that its Z-axis is up, it still does the same thing. None of this happens if I use the default “sedan” from the vehicle template. Also, nothing rotates if my car has no physics bodies attached to it. It’s only as soon as it has a physics body…
After a lot of searching I found the answer to this problem, copy paste my answer on another post:
Found a way to keep physics and stop crazy camera rotation: Add two Spring arms, one attached to each other. One will act as a “buffer”" for the rotation (shake).
Mesh > Spring 0 > Spring 1 > Camera
Make sure Spring 0 has no “inherent Pitch/yaw/roll”, while the opposite is true for Spring 1. Also make sure both have a bit of “Arm length”, each can take half of your desired distance. Don’t add any rotation or “collision test” to Spring 0.