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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.

 if (bBlendingOut)
     bBlendingOut = false;
     CurrentBlendOutTime = 0.f;

     // stop any blendout and reverse it to a blendin
     if (OscillationBlendInTime > 0.f)
         bBlendingIn = true;
         CurrentBlendInTime = OscillationBlendInTime * (1.f - CurrentBlendOutTime / OscillationBlendOutTime);
         bBlendingIn = false;
         CurrentBlendInTime = 0.f;
Product Version: UE 4.12
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asked Jun 08 '16 at 08:11 PM in Bug Reports

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Hey alexlessard-

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).


Doug Wilson

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answered Jun 15 '16 at 05:32 PM

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