Physics Handle Jitters When Updating Location

Hey all!

I have been working on a physics pickup system similar to Amnesia: The Dark Descent for some time now. I have implemented object rotation, throw, zoom (move closer and further to player), etc. working but am having serious issues where the held item jitters/stutters while moving/turning if the frame rate is not a solid 60fps (and even at high frame rate it does it somewhat).

The Setup:
I’m using a spring arm with a billboard at the end; The physics handle grabs an item and the handle is then updated to the billboard’s location constantly using an event tick. I have tried using delta time to no avail to eliminate the jitter (since the event tick is frame dependent), and I have scoured the web and spent hours trying to fix this. I could really use the help!

I can provide images/video demonstration if needed.

Hope someone can help clear this up for me :slight_smile:

Did you ever fix this? I’d like to fix this too.

Try this: Set Interpolation Speed | Unreal Engine Documentation

Thanks for the advice!

Unfortunately, the interpolation speed isn’t the issue. (I tried that a few different ways)

My setup: I am updating the location of a physics handle to the location of a billboard that is hard attached to a spring arm.

The issue is that the handle location updates are jittery even at high frame rate. I would like to get rid of the jitter and need it to act as if it were hard attached without it being hard attached. I hope that makes sense.

Thanks again!

Any luck with it?

This is the problem of tick order, Double check your blueprint which use to tick update PhysicsHandle’s Target, Under Class Defaults, the TickGroup is set to PrePhysics.There has node called SetTickGroup for Actor or ActorComponent, can dynamically set tick group. Also, if you want granular control, use AddTickPrerequisite Node.

See the doc: Actor Ticking | Unreal Engine Documentation