x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Stuttering hierarchy of components

This issue is the same as Answers Forums Way to reproduce this is shown in the first link, but to clarify: 1. Add a component, for example static mesh box in Actor blueprint as a root. 2. Attach another component as a child. 3. Add a node to rotate them. To ensure there is a jitter, you can pilot the actor blueprint.

If there is no jitter, start simulation 5-10 times and it will appear (in my point of view it looks like incremental). Also this jitter is not caused by motion blur or temporal AA - it is real and component will shift a lot after series of oscillations.

Example in my project: alt text

Product Version: UE 4.18
Tags:
more ▼

asked Jan 25 '19 at 07:17 PM in Installation & Setup

avatar image

FelixTheWhale
21 2 5

avatar image GIGA-Money Jan 26 '19 at 08:15 PM

I'm sure there is some collision setting that would do it, but that area never quite clicked for me.

avatar image FelixTheWhale Jan 26 '19 at 10:42 PM

Thanks for reply, but it is not a collision in my case: all jittering objects are ignoring collision (in all channels) - they are purely kinematic

avatar image GIGA-Money Jan 28 '19 at 03:28 PM

Well have you looked into physics sub-stepping?

avatar image FelixTheWhale Jan 28 '19 at 04:48 PM

Well thanks for your help, GIGA, but i finally found a solution. Problem is not intuitive: floating point accuracy when player location is too far from the origin leads to big error in transforms when trying to perform arithmetics. It is fixed by making world property "Rebase world origin" that actually makes an offset from the current location (thus minimising this float-type error), so the problem is solved. Bests

avatar image GIGA-Money Jan 28 '19 at 05:06 PM

Cool, be sure to put that in the answer section for others with any links, I'd like to know how you discovered this.

avatar image FelixTheWhale Jan 28 '19 at 05:23 PM

This problem is highlighted in Unity, but I have never met mentions in UE.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Answer: Take a look at a floating point accuracy: when player location is too far from the origin it leads to big error in transforms when trying to perform arithmetics. It is fixed by making world property "Rebase world origin" that actually makes an offset from the current location (thus minimising this float-type error), so the problem is solved.

more ▼

answered Jan 28 '19 at 05:19 PM

avatar image

FelixTheWhale
21 2 5

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question