Camera rotating when interacting with physics objects

Not sure if this exact issue has been reported yet, but I notice some strange issues with the camera when interacting with physics objects.

For instance, in basic first-person sample project, if you stand on one of the smaller boxes and shoot a ball downward at it, the physics reaction of the box will often cause the camera to spin rapidly (possibly inheriting the angular velocity of the box?). Also, if you try to jump onto the box, sometimes you’ll do a 180-degree turn as a result of “bouncing” off of the upper edges.

Is there a way to make the controller angles not be affected by physics? This’ll mean that the camera won’t rotate when standing on a rotating platform, but the current ‘bugged’ behaviour is nauseating.

Video of what I’m describing here (at the very end).

Hi Jengerer,

I’ve tested this in the 4.1.1 and our internal 4.2 build but am not seeing anything out of the ordinary. I was not able to get the camera to behave in the way you described. However, the player capsule was reacting to the box shifting from being hit by the projectile causing the player react.

If you want you could always upload a video of the issue to Youtube or a streaming service and I’d be happy to take a look.

Thank you!

Tim

Sure, I’ll upload a video in a bit.

Hi Tim, I added a video to my post (it happens at the very end of the video). You can also find it here: - YouTube

It was a little difficult to reproduce in the release build, but I may have gotten unlucky (or lucky, depending on how you look at it).

Hi Jengerer,

Thanks for the video! That at least helped me figure out what I should keep an eye for. :slight_smile:

I was able to reproduce in the public build 4.1.1. what you were seeing on a much more grand scale actually. I was able to eject from my character and look at what was happening to the character capsule. It was constantly switching between facing two directions which explained the ‘nauseating’ camera movement you saw.

I’ve not been able to reproduce it in the upcoming 4.2.0 release that is coming shortly. This is because some things have been changed with how the character is handled. In the public build the forward vector movement is moving the character based on where the camera looks. That’s why if you look down and press forward you move slowly. It’s moving forward based on the direction of the camera. In 4.2 it will now move the character based on the character not the camera. This will take care of that problem.

I hope this helps clarify the issue.

Thank you!

Tim

Great news, thanks!