4.13.1 Spring arm camera forward vector jitter

Hey there,

I am experiencing problem with some jiterry forward vector of camera I have on spring arm for my third person game. Even without any input to camera controls, forward vector jitters when pressing left and right controls of my character which have enabled orient rotation to movement. If i turn the orient rotation to movement the jitter dissapears (but I want it enabled).

Ingame camera itself is without any jitter, but I am using the forward vector for line trace and it gives me bad results.
The issue seems similiar to [this][1] thread, but it was already marked as resolved.
Any chance the bug reappeared? Or some ideas how to fix/work around it?

Thanks a lot

J.

Hello jakub.vavrik,

I was unable to reproduce this issue on our end. I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this on our end?
  3. Could you provide screen shots of any other blueprints/settings that may be involved?

Hey Rudy,

I am able to reproduce it by starting new project from third person template by adding the same blueprint part as I have in my project (see below) and moving the spring arm bit higher so it is above characters head.

Everything else is clean template, and when I compile and play the level in new editor window, I get the result from screenshot when I hold the “W” and rapidly alternate the “A” and “D” keys.

You can clearly see the trace is jumping from side to side and in my opinion it should be countinuos zig zag line.

Thanks for looking into this :slight_smile:

J.

Oh and this is how it looks when i turn off the “Orient rotation to movement” in Character movement options. Seems okay to me like this.

After further investigation this is working as intended. What you are seeing is a result of the quick change in rotation given to the pawn when using the arrow keys. However, I have provided an example below that I believe will provide the desired result and could be a viable solution depending on your needs. I hope that this information helps.

Example:

In this example I have unchecked Orient Rotation to Movement. This will allow me to rotate the camera and the mesh separately.

109564-smoothrotationhelp3.png

Here I have set up the actor to rotate based on the way that the camera is looking.

Here I have set up the mesh to rotate based on the direction of movement.

Make it a great day

1 Like

Thanks a lot :slight_smile: