Camera problems after upgrading to 4.5

Hello, i have a character that has a camera attached to a socket and until 4.4 it was working fine, but when i upgraded my project to 4.5 when i play the game the camera is in a very weird angle and everything is just messed up and flashing from different positions.

I changed the socket rotation to a different value and it got better (no more psychedelic flashing) but the orientation is still wrong and the camera is shaking a lot more with the movement of the player. Did 4.5 bring any changes regarding socket rotation or something like that?

The GetAimOffsets, that is used for the aim offset on the animation blueprint, for some reason is always giving me roughly the same incorrect values, but i’m using the same thing Shooter Game is using:

const FVector AimDirWS = GetBaseAimRotation().Vector();
	const FVector AimDirLS = ActorToWorld().InverseTransformVectorNoScale(AimDirWS);
	const FRotator AimRotLS = AimDirLS.Rotation();

	return AimRotLS;

One bug i forgot to mention, before i adjusted the socket rotation and the camera was upside down like the screenshot, if you press F8 to Unpossess, the editor camera still has the same weird rotation and when you try to WASD on the level it doesn’t work very well, even if you stop the game. You have to start it again and stop it without doing Unpossess to fix the editor camera.

Ok major breakthrough, don’t know why the camera component had Use Pawn Control Rotation to false and now is 95 % solved, but when i look way up or way down he starts tripping and flashing in various directions.

Hey -

It sounds like you’ve had some success in fixing this problem. If you are still having any issues, let me know exactly what is happening now after the work you’ve done.

Cheers

Yes i’ve made some progress, but it’s not working 100 %, like i said when i look all the way down or all the way up the camera goes crazy :frowning: And been reading some threads about this and apparently i’m not the only one :stuck_out_tongue:

Do you have a SpringArm component attached to your camera? If so check that the Use Pawn Control Rotation is set to true for the SpringArm as well as the camera itself.

I don’t have a SprintArm attached to the camera. The camera component is attached to the mesh in a socket that i created in between the eyes.

Hey -

This appears to be caused by a sort of negative feedback loop, because the camera is attached to the mesh, and the mesh updates its position based on the camera. At steep enough angles the error buildup in both location and rotation results in a slight but significant amount, enough to cause movement of the mesh, then camera (since it’s attached), then mesh, and so forth. As long as your camera is not attached to something that depends on the camera location you shouldn’t have this problem.

Cheers

So i can’t attach the camera to a socket? This was working perfectly on 4.2, 4.3 and 4.4 :frowning: I’m also having this issue with the First and Third Person Templates, and the camera isn’t attached to a socket, so it shouldn’t be that.

Did you create a 4.4 First Person Template and convert it to 4.5 or did this happen when creating a 4.5 First Person Template?

This happens with a fresh First Person Template using 4.5. I can record it if you want.

An image or short video of what you’re seeing would help me understand what is happening on your end. Also, does it have any affect if you detach the camera from the socket and use a SpringArm instead?

I recorded a video with the issue. Youtube link

I’m having a similar issue - updating to 4.5 broke the Mouse Y input in the FPS template code.

What happens in your case? Check my youtube video to see if it’s the same issue

For me the pitch was not working. There was a checkbox in the Blueprint defaults that I needed to re-check after upgrading to 4.5

Yeah i did that, but like the video shows it’s not 100 % working unfortunately.

Does the same thing happen if you use a 4.4 project? In addition, how are you opening the editor (via launcher or through GitHub source code)? One other thing, could you also add an attachment with your DXDiag as well?