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Smooth following camera, character movement update time ?


I have a TPS camera that smoothly follow my player character. For this, I use FMath::VInterpTo.

But when my delta time is varying (frame rate not constant), I have a lot of stuttering on the camera. It does not happen when my frame rate is constant (delta time is not varying).

So I think my camera doesn't always update at the same time than my character. Can this happen because the character movement component doesn't update movement at the same time with a simple tick ?

I tried to change my camera tick group to PostPhysics or DuringPhysics but it doesn't seem to match the character movement update rate. Maybe I'm wrong but I thinks my problem is here.

I have think to use a fixed timestep to update my player character and my camera but it would means I can not use character movement and character methods like AddMovementInput, so it should not be a good solution.

Has someone any idea on how I could fix it ?

Thanks a lot for your help.

Product Version: UE 4.12
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asked Sep 20 '16 at 10:12 AM in C++ Programming

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Just found an interpolation method that fix the jittering problem. It still remain a small laggy movement when orbiting around player character, but following is better.

If anyone interested: http://forum.unity3d.com/threads/how-to-smooth-damp-towards-a-moving-target-without-causing-jitter-in-the-movement.130920/#post-884233

If someone has solutions you are welcome, I'm always searching for a better way.

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answered Sep 20 '16 at 03:54 PM

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