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 first one is working fine.
What can cause this issue?

Here’s a link to a video that shows my problem:
[][1]

[1]:

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

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

76665-tickgroups.png

Thanks, i will try this.

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

Hi ,

It looks like you’re using some Marketplace content from 4.10 in 4.11 Preview, which we cannot directly support. Usually content creators will update content between versions, and 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 Blueprints involved?
  3. Are you able to reproduce problem in a new project using this Marketplace content?
  4. Are you able to reproduce problem in a 4.11 Preview project that does not include Marketplace content?

Any details you could provide would be appreciated, however please remember that Marketplace content cannot be shared here so don’t post any images or videos of Blueprints ( 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!

Hi ,

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

  1. No, it worked fine in 4.8 - 4.10 versions of 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, 4.11 version of engine doesn’t like it.

I have tried to disable Spring Arms, Camera Lag function and then shake disappeared, but it should work with Camera Lag function enabled without any issues.
Also, tried to unhook everything in blueprint that changes cameras/spring arms behaviour, like changing fov, rotating, it didn’t work.
If it’s helps, i can send over 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 answerhub)

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

Hello

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 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

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

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

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

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.

Hello Numbat,

Thank you for additional information on this issue. I went ahead and double checked on 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 community interest for this issue.

Make it a great day

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

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.

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 community interest for this issue. Thank you for your time and information.

Make it a great day

Alright, 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 camera shaking as is:

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

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

A couple of notes:

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

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

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

Cheers,
-Noah

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

If it helps this is happening if I create a new example project in 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 camera jitters

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

James

Any news on this?

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.

Could you increase priority please? This issue has caused us to halt 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 setup works perfectly;
2] In 4.9 / 4.10.4 there’s an unintentional camera lag code in 2d scene capture spring arm solution does not work and there’s no time to search, fix and recompile 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.