[4.12.3] True First Person hands jitter when looking up and down

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.

Hi jmalaska,

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • What steps can I take to reproduce this on my end?
  • If you uncheck “Use pawn conttrol rotation”, do you see the same jittering?
  • If not, when you look up and down, are you rotating the full actor or just the camera?

Hi jmalaska,

We have not heard from you in several days. I am marking this as answered for tracking purposes. If you are still experiencing this error, please comment with the requested information.

Hi ,

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:

  1. Create a new FPP BP project.
  2. In the default FirstPersonCharacter
    BP, disable Autoactivation on the FP
    Camera Componenet and Mesh1P (both
    are inherited.)
  3. Create a new Skeletal Mesh component
    under the Capsule Component. Assign
    the same FPP mesh as the Inherited
    Mesh1P.
  4. 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.)
  5. 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.)
  6. 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)
  7. Play the game. Observe the edge of
    the screen blurring/tearing.

Thanks again, and hope this helps!

John

Hi . I just replied to notes above. Just replying directly in case the system sends out a notification.

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.