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Camera jerks with SpringArm and rotation lag enabled

I have an issue with the SpringArm component if CameraRotationLag is enabled. When parent component of the SpringArm rotates about the world Y-axis (or about any axis that close enough to it) and passes through the zenith or nadir the camera attached to the SpringArm jerks noticeably. Passing the zenith the rotator changes like this: from [P=88.9999 Y=0.0000 R=0.0000] to [P=87.9999 Y=179.9999 R=179.9999]. And passing the nadir the rotator changes like this: from [P=-88.9999 Y=0.0000 R=0.0000] to [P=-87.9999 Y=179.9999 R=179.9999]. There are no issues if the CameraRotationLag is disabled. It seems that internally SpringArm uses some rotation interpolation. I tried some little experiment with the RInterpTo and got the same issue with object jerks when rotation is performed about the world Y-axis. Any help and guidance are very appreciated!


Product Version: UE 4.20
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asked Dec 21 '18 at 04:57 AM in Blueprint Scripting

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avatar image zubetto Feb 14 '19 at 07:27 PM

The most simple solution is to use FQuat::Slerp method. Here some C++ methods using Slerp and exposed to the Blueprints

avatar image aNorthStar Feb 15 '19 at 01:18 AM

welcome.. @zubetto! yes, as you've found.. the spring arm component does this weird kicking thing at +/-90 degrees when lag is enabled. As you've found https://www.youtube.com/watch?v=4jHaSkzzRak

avatar image zubetto Feb 15 '19 at 05:39 PM

Oops! I should be more observant and replenish my vocabulary (I only searched for spring arm "issue" or "problem"). You might be interested in the demo of my CameraSmartStick actor component which, I hope, will be approved for the marketplace soon: Demo Parameters overview

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