x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Solving Line Trace Jitter

I have been using the 3rd person template for my character and used this from the docs to get the object in the center of the players screen: https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/UseRaycasts/Blueprints/index.html . It works fine why you are still or walking forward, but if you move to the side or walk backwards the trace will oscillate horizontally each frame (it is on a tick function). Even when it is a client side (or server side...just not as extreme) trace this still happens. This is the camera I am tracing from. Why would it be doing this?

alt text

Product Version: UE 4.7
Tags:
more ▼

asked May 16 '15 at 05:09 PM in Blueprint Scripting

avatar image

_cDub
109 13 14 17

avatar image Narghile May 16 '15 at 05:14 PM

Hi

What is your code for line trace?

What happens if for testing, move the camera a little further forward, in front of the players head, or put an Arrow on character and run line trace from there?

Narg

avatar image _cDub May 16 '15 at 06:30 PM

Neither will change anything. They will both have the same issue. I'm thinking it might even be an issue with the third person character itself. alt text

avatar image Narghile May 16 '15 at 06:49 PM

Hi

Give me a sec, will play with 3rd player.

Narg

avatar image _cDub May 16 '15 at 07:55 PM

Using the player camera manager worked, it even fixed another problem I had on client side trying to do traces from other players, they really didn't need to know what other players are looking at. But it did break some server side stuff. Now the server player is the only one who can use the trace to interact. That looks something like this: Player hits key -> send command to server -> server traces using that same trace function -> server uses interface to communicate with hit object.

Right now only the server can interact with anything, I'm guessing that has something to do with the player index parameter.

avatar image Narghile May 16 '15 at 08:05 PM

Hi Mate

Glad it helped, no idea about server stuff. Post a new one about it.

Narg

avatar image _cDub May 16 '15 at 08:09 PM

I cheated and made to separate functions, one for the old method that I used for the server trace and the one you gave me for the clients. It works out great!

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

My code off event tick

alt text

This is how it reacts for me

Youtube Example

Narg

capture.jpg (76.9 kB)
more ▼

answered May 16 '15 at 06:59 PM

avatar image

Narghile
1.7k 74 38 110

avatar image funkish Feb 14 '17 at 08:28 PM

Thank you, you save my time and nerves

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question