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"

4.11 Cameras shakes with Spring Arm attached

Hi!

I'm having a strange camera shake bug, that is only occuring when my car is moving. Two cameras out of three having this issue, all three camera is attached separately to a Spring Arm, also the first one is working fine. What can cause this issue?

Here's a link to a video that shows my problem: Youtube

Product Version: UE 4.11 Preview
Tags:
more ▼

asked Jan 30 '16 at 03:21 PM in Bug Reports

avatar image

Balint3DDesign
42 8 14 19

avatar image JR4815 Jan 30 '16 at 10:42 PM

I'm guessing here, but it looks like the problem is that the cameras are getting calculated before the physics, Try creating a camera manager class that has its Tick Group set to "Post Physics"

I'm not sure however if the timelines are ticked synchronously with the actor, some experimentation required.

alt text

tickgroups.png (33.6 kB)
avatar image Balint3DDesign Jan 31 '16 at 09:43 AM

Thanks, i will try this.

avatar image Balint3DDesign Jan 31 '16 at 03:11 PM

So, i have tried this and it's still shaking, it's doesn't shake only when the camera lag is disabled on the spring arm, but then it's looks like it's hard attached. Any other suggestion?

avatar image Benni.Lodge Jan 30 '17 at 12:45 PM

I had a similar issue and changing my spawned camera's tick group to Post-Physics fixed it. Thanks for the tip!

avatar image Ben Halliday STAFF Jan 31 '16 at 05:25 PM

Hi Balint3DDesign,

It looks like you're using some Marketplace content from 4.10 in the 4.11 Preview, which we cannot directly support. Usually the content creators will update the content between versions, and the 4.11 versions of Marketplace content have not been released yet. You use 4.10 content in a preview build at your own risk.

That said, we of course want to eliminate any potential bugs in 4.11 before it is officially released, so I have a few questions:

  1. Does this same thing occur if you use this content in 4.10.2?

  2. Have you made any changes to the Blueprints involved?

  3. Are you able to reproduce the problem in a new project using this Marketplace content?

  4. Are you able to reproduce the problem in a 4.11 Preview project that does not include the Marketplace content?

Any details you could provide would be appreciated, however please remember that the Marketplace content cannot be shared here so don't post any images or videos of the Blueprints (the video you attached is fine) or share a project using this content unless you're sending a download link directly to one of us.

Thanks!

avatar image Balint3DDesign Jan 31 '16 at 08:49 PM

Hi Ben Halliday,

I am the creator of Advanced Vehicle Kit and i'm using it in 4.11 Preview to make sure i can update it in time for the final release of 4.11.

  1. No, it worked fine in 4.8 - 4.10 versions of the engine.

  2. No, i haven't made any changes to it, just updated it from 4.10 to 4.11.

  3. Yes, i'm able to reproduce it.

  4. No, i wasn't able to reproduce it without my content, so i guess my content has somewhere, something that, the 4.11 version of the engine doesn't like it.

I have tried to disable the Spring Arms, Camera Lag function and then the shake disappeared, but it should work with the Camera Lag function enabled without any issues. Also, tried to unhook everything in the blueprint that changes the cameras/spring arms behaviour, like changing fov, rotating, it didn't work. If it's helps, i can send over the 4.11 files to you in PM. Also, right now it has crashes whenever i want to compile my players blueprint. (About this i have created another question in the answerhub)

avatar image Balint3DDesign Feb 01 '16 at 10:31 AM

I have send a PM with a link to my project.

avatar image Numbat Apr 05 '16 at 08:07 AM

Updated my project to 4.11 and I do have this jitter to now on spring arm/camera when my vehicle is turning. Using regular Wheeled vehicle. Not using any camera lag. Use pawn Control rotation Enabled is causing it for me and I think i need that one for my mouse camera rotation.

avatar image Rudy Q ♦♦ STAFF Apr 05 '16 at 12:59 PM

Hello Numbat,

Thank you for the additional information on this issue. I went ahead and double checked on the status and it appears that this issue's status has not been updated to fixed as of yet. However, I will be sure to bump up the community interest for this issue.

Make it a great day

avatar image Numbat Apr 05 '16 at 01:16 PM

Thanks, this is a game breaker for us, so we will stick with 4.10 until any solution emerges. Fyi I manage to replicate the issue in the VehicleGame sample in 4.11 also.

avatar image NoahBeggs Apr 05 '16 at 07:57 AM

I am experiencing this issue as well, using my own content and without using any content from the Advanced Vehicle Kit.

Removing camera lag also somewhat fixes the issue, but it would be lovely to be able to use camera lag. In addition, even removing camera lag doesn't fix the issue entirely, as the camera still shakes while the vehicle is turning.

I'm working on replicating camera lag using blueprints, and will post here if there is any success.

avatar image Samuel Brunner May 21 '19 at 08:31 PM

4.22 and the problem is still here !

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

2 answers: sort voted first

Alright, the workaround below is by no means a perfect solution and still leaves a bit of camera jitter while turning, but it is far better than leaving the camera shaking as is:

1) Uncheck both Enable Camera Lag and Use Pawn Control Rotation on the spring arm

2) The following blueprint setup will recreate those two options. The part circled in green emulates Camera Lag functionality and the part circled in red emulates Use Pawn Control Rotation.

CameraShakeSortOfFix_1 CameraShakeSortOfFix_2

A couple of notes:

-Using this method to control rotation of the spring arm (rather than Use Pawn Control Rotation) does not entirely stop the camera from shaking while the vehicle is turning. It does, however, reduce it to a small shudder, which is at least better

-In case it helps tracking down the bug, while figuring this out I first tried recreating the Camera Lag option by controlling the spring arm's location rather than the camera. However, doing so appears to result in the exact same camera shaking problem, which is why the location of the camera itself is modified instead.

Let me know if any of the above needs better explanation, and to the developers, let us know if there is any extra info we can provide to help track this nasty little bug down!

Cheers, -Noah

more ▼

answered Apr 05 '16 at 10:40 PM

avatar image

NoahBeggs
243 5 8 18

avatar image NoahBeggs Apr 05 '16 at 10:41 PM

Derp, forgot to mention, the blueprint code shown in the images is called every tick. The delta time input on the VInterp To node is connected to the delta seconds output on the Event Tick node.

avatar image nicefive Apr 09 '16 at 06:01 AM

If it helps this is happening if I create a new example project in the latest version of 4.11. I am finding it very easy to reproduce.

  1. Launch engine

  2. Create new Example Vehicle BP project

  3. Play game

  4. Hold down forward + turn and the camera jitters

Version: 4.11.1-2934540+++UE4+Release-4.11

James

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

Hello Balint3DDesign

After doing a bit of digging I was able to find that this appears to be a known issue(UE-24725) and that it has been submitted to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.

Make it a great day

more ▼

answered Feb 02 '16 at 07:27 PM

avatar image

Rudy Q ♦♦ STAFF
47.4k 545 132 524

avatar image piinecone Apr 05 '16 at 04:55 PM

Hi Rudy,

Do you have an update on this? Is there a fix commit we can cherry pick for now? I didn't see anything in git log origin/master | grep "UE-24725" but I thought you might know more.

avatar image Rudy Q ♦♦ STAFF Apr 05 '16 at 06:49 PM

Hello piinecone,

I went ahead and double checked on this issue for you. It appears that this issue's status has not yet been updated to fixed. However, I will be sure to bump up the community interest for this issue. Thank you for your time and information.

Make it a great day

avatar image Numbat Apr 13 '16 at 01:35 PM

Any news on this?

avatar image Rudy Q ♦♦ STAFF Apr 13 '16 at 05:34 PM

Hello Numbat,

I went ahead and double checked on this issue for you. It appears that this issue's status has not yet been updated to fixed.

avatar image Markus Maximus Apr 16 '16 at 06:25 AM

Could you increase the priority please? This issue has caused us to halt the matinee / video capture for promotional purposes. We thought of using previous versions as a compromise, but:

1] 4.8.3 can not capture HUD / widgets although the setup works perfectly; 2] In 4.9 / 4.10.4 there's an unintentional camera lag code in 2d scene capture The spring arm solution does not work and there's no time to search, fix and recompile the builds. 3] Third party screen capture is not an option as it introduces lags and spikes. Troubleshooting that is going to take time which we do not have.

Can you please fix this issue as early as possible or post a temporary fix.

avatar image Rudy Q ♦♦ STAFF Apr 18 '16 at 06:47 PM

Hello Markus Maximus,

I took another look at the issue above and it appears that this issue has been resolved internally and that a solution will be available in a later release of the engine. I hope that this information helps.

Make it a great day

avatar image Markus Maximus Apr 19 '16 at 03:14 PM

Hi Rudy,

Thank you so much for checking up on the issue. :) I just read in the latest hotfix release notes, and it is indeed mentioned to be resolved. We'll verify the same and report back on the status.

Thanks again and warm regards, Markus.

avatar image Markus Maximus Apr 20 '16 at 08:10 PM

Fix confirmed. Sincere thanks to you Rudy, and the people responsible for the fix. :)

avatar image Numbat Apr 25 '16 at 09:09 AM

Thanks for fix :)

(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