I’m trying to create a full body first person setup. I’ve parented the camera to a bone in my character mesh. To look left/right I have “use pawn control rotation” on. Then my character mesh looks right/left with the camera, but not up/down.
To look up and down, I’m setting a bone in the character’s spine to my character’s controller rotation.
But looking up and down makes the character mesh jitter or lag for a frame. There are artifacts with both the temporal AA and motionblur. If I turn both of those off in Postprocessing, the mesh looks fine. I’ve tried turning motionblur off locally on the mesh, but that didn’t work.
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Thanks for the reply, and apologies for my late reply.
I tried to build things out from scratch, or at least starting with the First Person Blueprint project. It actually looks like a similar, yet different issue now – the bottom edge of the camera blurs instead of the mesh. But the First Person hands no longer jitter, so that’s good.
Here’s some repro steps:
Create a new FPP BP project.
In the default FirstPersonCharacter
BP, disable Autoactivation on the FP
Camera Componenet and Mesh1P (both
are inherited.)
Create a new Skeletal Mesh component
under the Capsule Component. Assign
the same FPP mesh as the Inherited
Mesh1P.
Create a Camera under the new mesh.
Parent it to the spine_03 bone. Move
the camear so it’s near the location
of the old, inherited one. (It’ll
probably clip, that’s fine.)
Test out playing the level. The
camera will turn left/right with the
mouse and character. It will not
pitch up/down. If you turn on “Use
Pawn Control Rotation” with the new
camera, it will pitch up/down but
not move the player with it. (Make
sure that’s off and proceed to next
step.)
To pitch the character up/down with
input, go into the characters
AnimBP. In the Event Graph, get the
Character’s controller rotation, and
use that to drive a bone transform
in the AnimGraph of the spine_03
bone. (Event & Anim Graph image
attached)
Play the game. Observe the edge of
the screen blurring/tearing.
If you remove the spine attach, do you see the same jittering occur? It sounds like there is fighting occurring between the rotation of the bone and the rotation of the camera, removing this connection may resolve the error.