Camera Shaking when positioned pawn is turning around, please help !

Dear all,

I am working on a TANK project and meet a problem as show in attached video file.

The position of the tank ( location and rotation ) is received from another computer, and it is updated every 0.02 second. When we play we found sometimes the world is shaking , especially when the tank is turning. How can I fix this problem? Please give your help, thank you very much !

Here is Blurprint of setting tank position:

And this is the camera, it is attached to the Body via a springarm:

281279-qq截图20190702102918.jpg

It looks better after unchecking the “Use Pawn Control Rotation” box in Springarm properties.
I wonder if this is about TICK setting of the camera. I have tried to create a new ‘Player camera manager’ which Actor Tick is set to ‘post physics’, and assign the camera manager in Player Controller, but there is no improvement. Does it need to assign the camera to the camera manager ? How to do that ? thanks for your attention !

Or is there anything wrong with setting the tank’s world transform every 0.02 second ?
The position was udpated every frame before, but the frame rate is not equal between two computers, there were some delay and sometimes the tank dived under ground.

How big is the map and how far away are you from the map origin?
Is the shake present at map location 0,0,z (x,y,z) or only present when the distance increases?

Additionally, The issue is more then likely caused by bad computation of the angle jumping from -180 to 180.
A 3rd person vehicle camera is often implement by manually computing those angles and re-setting the camera position depending on movement / lack of input (ei: no input after x seconds = camera moves in line with rear of tank) - you could analyze games like GTA5 for ideas on how to better handle camera rotation in 3rd person.

Hi, the map is 4 km x 4 km, and its origin (0,0,0) is covered by a mountain, the tank’s start position is far away from there (X=59154.562500,Y=-24677.820313,Z=120.000000). I will test to find if the problem is related with the distance and learn how to manually compute the camera rotation.

Thank you very much ! : )

Answer to my question:

To avoid the camera shake, take the following 2 steps:

1, Uncheck the “Use Pawn Control Rotation” box in Springarm properties;
2, Do not let the Tank simulate physics.

Found a way to keep physics and stop crazy camera rotation: Add two Spring arms, one attached to each other. One will act as a “buffer”" for the rotation (shake).

Mesh > Spring 0 > Spring 1 > Camera

Make sure Spring 0 has no “inherent Pitch/yaw/roll”, while the opposite is true for Spring 1. Also make sure both have a bit of “Arm length”, each can take half of your desired distance. Don’t add any rotation or “collision test” to Spring 0.