Camera shake not work after upgrading to 4.8

Raising the intensity of the shake animation can help you notice if shake animation is being played or not. Oscillation duration 0.5f seems rather short, so you might not notice the effect at all due to fade-in and fade-out modifiers.

If that doesn’t help, it might be due to bugs with components created in C++ (have spent a fair amount of hair pulling due to this) and the easiest solution is to leave the component initialization to Blueprint editor.

.h file:

/** Optional shake class for afterburner */
UPROPERTY(Category = Spaceship, EditAnywhere)
TSubclassOf<class UCameraShake> AfterburnerShake;

.cpp file:

void AOrbitalKnightsPawn::OnAfterburnerPress()
{
	IsAfterburner = true;

	if (AfterburnerShake)
	{
		GetNetOwningPlayer()->PlayerController->ClientPlayCameraShake(AfterburnerShake, 1.0f /*raise this to 20 for debug*/);
	}
}

Blueprint editor: