This is most likely caused by the Camera Lag on the springarm the camera is attached to. Disable it before the teleport and enable it after the teleportation (if desired).
Or get rid of the springarm altogether. Also a solution.
“This is most likely caused by the Camera Lag on the springarm the camera is attached to. Disable it before the teleport and enable it after the teleportation (if desired).”
Nope, it’s disabled.
“Or get rid of the springarm altogether. Also a solution.”
What the animation shows is camera movement interpolation. Perhaps a manual method is implemented there. Is this from a template that comes with the engine?
That’s screws up the camera
unfortunately.
Not sure why it would, you’d have to add a local offset equal to the springarm’s length.
Ah, I saw your third link, yeah it’s the interp doing this. You want to get rid of this completely?
At the moment the code you posted spawns an additional camera. Perhaps all you need is a camera attached to the player.
If you want to maintain the extra camera setup and without changing the existing mechanics, teleport the camera actor with the player, this way the interpolation will still be there (in case you need it later for something else) but with nothing to do during the teleportation.
I got some advice from somewhere else to just drop this blueprint entirely, since the spring arm already has a built in lag function that I never noticed.