$100 REWARD - Spring Arm glitch at pitch +/- 90

I’ve wasted way too much time on fiddling with this… so I’m offering a $100 reward for a full solution in BP or C++ :slight_smile:

My current spring arm setup is working well, but that distracting twitch that the Camera/Spring Arm components make at +/- 90 in pitch is driving me bonkers… Having modified the Player Camera Manager, it rotates 360 but I’m trying to get a full smooth 360 pitch rotation going.

I’m using Add Movement Input and Rotation Lag ON (which I need) along with the following settings…

Thank you! Please don’t suggest using Add Local Rotation or Add Relative Rotation :slight_smile:

Hey there, can you show me a video of the issue?

I think I understand but like Xlar said, a video of the glitch would be helpful. Given what is there, here is my suggestion:

Instead of having your spring arm attached directly to your pawn, add a scene component between them called “pivot”. Then rotate the pivot component and leave the spring arm where it is relative to the pivot.

PS: I’ve got a full-360 free-look camera in a space sim and I never had to mess with the camera manager. The pivot did what I needed.

thanks guys… here’s a video: I’m using Add Pitch Input only (disabled Add Yaw Input) and set Rotation Lag slow, so the twitch is big. Without the twitch, the camera should rotate just straight up and down.

Thank you Jin_VE, I understand what you are saying… you might have an answer, it might come to doing this… though I’m hoping for something a bit less kludgy if possible :slight_smile:

I didn’t notice anything twitch. And I’m not sure how using a pivot point is kludgey. Like, at all. It’s using existing functionality. It won’t add any performance hit. It’s understandable. I used pitch on the pivot and yaw on the boom and I got a full free-look camera. it worked really well.

in the video, it’s no longer a twitch… it’s a full slow kick out 20 degrees from straight up and down… I slowed down the rotation lag so it would be clear.

yes, the scene component could work quite well… but I’m hoping for something just a bit more elegant/native… if it exists :slight_smile:

Correction: Just checked and I use the yaw and pitch on the pivot. Here’s the pitch part:

hi … thanks for your response… but I’m not aiming for a free look camera, I’m using driving character rotation using Add Movement Pitch and the spring arm is using Inherit Pitch

Free-look is just my use case. You have an external camera focused on an object. That’s a third-person camera perspective. Most 3P cameras don’t need to be able to transition past a pitch of +/-90 degrees. If you want to do that then you need to do something special. That is what the pivot does for you. Whether the pitch is controlled by the input directly or not is irrelevant. This is about degrees of freedom. But it seems you know better than me so good luck with this.