Bug in UCameraShake::PlayShake
In the following code, CurrentBlendOutTime is reset and then used when calculating the new CurrentBlendInTime value, causing a sudden jump in blending values. It should be reset only after.
For a change like this, the best option to have your suggested fix included in the engine as well as be added as an engine contributor would be to enter a pull request (https://github.com/EpicGames/UnrealEngine/compare?expand=1).
answered Jun 15 '16 at 05:32 PM
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