Camera is being real jerky in game

This is kind of an uninformed guess based on the info you gave me, but basically:

  • Capture current transform
  • Timeline fuels lerp for Set Actor Transform
  • A is current transform
  • B is current player pawn transform plus an offset (idk what you’re doing there, so…)
  • Alpha is fueled by Timeline graph

Graph of Timeline shows how you can use the points to make a nice curve. This actually shows a little “shake” too, going slightly above and below 1 before settling into the final 1 value.

This is an extremely basic example, but you can easily create multiple graphs within the Timeline, break up your Transforms, and use various modifiers output from the Timeline into the individual Transform components to gain control over the details of exactly how everything is moving.