I want making mirror by scene capture component 2d inside vehicle blueprint isn’t locking with vehicle movement and making spring moves as like camera lagging.
-connected it with bone and same result.
-Detach from parent and connect it again “Attach to” same result.
-My physics is default, checked substepping.
-frame rate is default
That’s working on UE 4.8.3 but doesn’t on 4.9
From what you describe and the short video you have posted, your camera isn’t locking with the vehicle, but has sway/lag to it.
I have a few questions for you.
1.) Did you create this in 4.8 and then copy the project into 4.9
2.) Can you create a blank test project in 4.9 and then recreate the same issue. Say using a cube and a camera.
3.) Could you link me you DxDiag
After I have this information then I can help you narrow down what is happening.
No, it’s not camera is “Scene Capture Component 2D” to create a mirror and my problem is my scene capture 2d is not stable.
1.I migrate files to 4.9.
2-I create a blank project and same issue.
3-It’s working on 4.8.3 perfectly.
Is there a specific reason that you are using a “Scene Capture Component 2D” and not a camera. By design a screen capture 2D lags behind the camera that you are using to capture the scene. With that in mind, you may be experiencing a level of lagging that is caused by the quick movement of your vehicle.
Please,
1.) Link me your DxDiag
2.) Use a Camera instead of the “Scene Capture Component 2D” and let me know if you still see the lag/unstable issue.
If this still doesn’t work then please link me your “.uprojcect” your “content folder” and your “config folder.” This way I can recreate your exact project in a test one and attempt to recreate the issue you are having.
I downloaded your project and then started a preview. I recorded the results and uploaded them to YouTube.
What you see is a lag.
In order for a screen capture 2D to work a camera must first record what it sees. Then it sends that information to the capture to be displayed in real time. In order for this to work the camera must first calculate, then the capture calculates that information and displays. This requires for the 2D capture to run at a speed slower than the camera to allow for the camera to continue to feed information to it.
Whenever you make quick jerky movements with the camera, like when the car swerves, the car moves with the camera, then that information goes to the 2D. Since the movement is happening very quickly, there is a certain amount of lag between camera movement and the mirror/2D capture to feed back what the camera has recorded.
This is intended behavior. I see it in my test project. What I would recommend is to use just a camera. When you want to see something in the mirror then you can set up a button and switch back and forward between cameras.
As this is intended behavior and is part of the limitations of screen capture 2D I cannot report this as a bug. I will be marking this thread as answered and moving this from Bug Reports to Using UE4.
I believe I understand your issue a little better now. When I opened your project I noticed that you did not have a spring arm component linking the camera to the object that it was following.
Here is the documentation for creating a spring arm component.
If you follow this tutorial, in your case all you will need to do is add the component and then assign the camera, this should allow your camera to follow your actor better.
Note that in step four under the details panel there is a camera settings section. You will see three options for Inherit. I want you to uncheck those three so that the camera does not inherit from what it’s following.
This should effectively allow for better precision when following, that will allow for a better 2D capture. You can repeat this step for the 2D capture and the mirror.