Camera teleporting on "set actor rotation"

I think set actor rotation is the issue but here is my problem,
I have a soft lock system that get the actor that the player is attacking and rotates to face the enemy before every attack;

Implementation;

The issue is that when the soft lock rotates the character is causes the camera to “teleport” and glitch for a single frame.

Demostration;

Does the springarm inherit Pawn Control Rotation? If it does, trying to set to Set Actor Rotation may / will clash. If you do use Control Rotation, use it instead of Set Actor Rotation:

image

When i did this the camera would face the enemy instead of the character


;

I don’t know your camera setup, hence the original question. Perhaps you could clarify how the camera works. Are you using Control Rotation and what, if anything, inherits it?

  • if you’re using Control Rotation to turn the character, you should be using Control Rotation to orient the player. If you attempt to rotate the actor, it will clash with what the controller is providing.

  • if the springarm inherits Control Rotation, it will follow it closely → this should be disabled for the duration of the Soft Lock. And then enabled again when you lose a target.

Again, only guessing at this point. That’s how I’d set it up.

Ive managed to get the effect that i like,

  • what i did was make the character mesh the parent of the spring arm

  • turn on “use pawn control rotation” on the spring arm

  • use both “set actor rotation” and “set control rotation” during the soft lock;

  • and add some camera lag

How it looks:

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