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);
	}
	else
	{
		bBlendingIn = false;
		CurrentBlendInTime = 0.f;
	}
}

Hey -

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).

Cheers