[Bug] Random FPS camera jitter when standing on phyiscs objects

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

Hello,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes.

If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, please submit a new report for it.

Thank you.

This issue is still present in 4.7.6; physics constraints does not really lock the movement/rotation but jitters back and forth which can be seen in the transform.

Is it possible to improve this? It works perfectly in Unity and is much simpler to use (can lock rotation/movement on each axis with a simple tick box).

Hi r3jonwah85,

I just attempted to reproduce this behavior in 4.7.6 but I couldn’t get your results.

Could you post some screenshots of your setup or a test asset for us?

Yesterday I tried the same thing in 4.8 preview 4 and it seems to be fixed now, plus it is way easier to restrict the rotation and movement using tick boxes.

Using 4.12 here and this is happening, any fix?

I have the same issue in 4.14. I think it’s just because Physics in Unreal engine is designed for cosmetic effects. I’ve battled this and many other physics stability issues for many hours. Makes me sad my current project used Unreal’s physics as a core mechanic. :frowning: