Camera attached to meshsocket with bone transform jitters

During a quick test parenting it to another Bone seems relatively good so far, but If CR (Use Pawn Control Rotation) is not supposed to override the attachment Rotations then Animations that affect the new bones rotation would still be prone to jitter?

I went ahead and did a quick research on FPS camera Tutorials, and while I didn’t found the one from Epic, every single Tutorial and related Question I found used the Camera Attachment to the head (mostly) with CR. Maybe it’s me, but honestly I also can’t think of any Situation where somebody would want CR to NOT override the Attachment rotation.

So whether CR beeing intended to override the Attachment rotation or not, I feel like 99% of Users would prefer that it does it, as it used to be until 4.14.

I also tested your suggestion to set the Camera location. I set it to a Camerasocket on Tick(also tried on Update Animation), but it’s too slow. When the Headlocation makes abrupt movements, you will see the inside of the head for a frame. Yea, I can hide the head… until you look at your shadow or in a mirror etc. - pretty cool if you are making a headless horseman game otherwise…