Hi, I already posted this on the ([here][1]) and was asked to file a bug report on answer hub.
I’m having some weird issues with the first-person camera, when standing on phyics enabled objects.
The setup is very simple. I have a big static mesh cube and a smaller static mesh pillar. Both are moveable and have collision enabled. I connect both with a physics constraint that limits all motion or rotation (I basically glue them together).
In the first video below, the pillar mesh is very long. The big cube mesh has its physics disabled, so that it can support the long pillar. As you can see in the video, standing or walking on the middle of the pillar makes the camera vibrate and jitter randomly. This doesn’t seem to happen on the two ends of the pillar or with shorter pillars.
You probably should play this video in HD and full screen to see the jittering:
[- YouTube][3]
In this second video, I added 3 shorter pillars (same thing happens with more or less pillars), and the big cube has its physics enabled. In this case, there is a much more violent camera shake that makes the game unplayable. It doesn’t seem to matter where I stand on the pillars. The shaking seems to be random.
[- YouTube][4]
I created a very simple project to reproduce both of these problems:
[MEGA][5]
The project contains no custom code, BP or asset. It’s just the FPS template with an empty level. I used some meshes that come with the editor and connected them with physical constraints.
The pillars’ Pitch seems to play a role here. Setting it to 0 seems to fix the random camera rotation issue, but not the wobbly camera (see demo project). Also, this would be a workaround rather than a solution. Setting the Pitch to 0 is not feasible in every scenario.
Let me know if I can help with this in any other way.
Thanks!
Bajee