Character jerks right when firing

Hey everyone, I have been playing with UE for a couple days now and i didnt notice till now. But every time i fire my “weapon” (it just spawns from my hand) the character jerks right. Only on the press however, if i hold it down, i can continue firing without any jerks but if i press it rapidly it becomes readily apparent. Any ideas? or do i need to take pictures of anything?

EDIT: if i fire while standing still the jerk does not occur and if i am moving when i fire (the base third person movement animation sequence) then the jerk occurs

is there a new animation that plays when the button is pressed(shot is taken)? like a kick back or something?
or is there no new animation triggered?

No new animation gets played currently.

Although i did forget to put in that if i fire while standing still the jerk does not occur and if i am moving (the base third person movement animation sequence) then the jerk occurs

do you play that with animation montage. if yes, try to adjust the blend in and out time. and don’t forget, if you also use the Montage_Stop() function to stop your animation. set the correct blend out time.

Are you spawning the projectile mesh too close to the muzzle. Needing collision on the muzzle might be causing a collision momentarily until it outdistances the player. You could test for that by spawning the projectile out farther.

Thanks a lot! ill check when i get home, but its effectively an “auto” weapon and only the first click causes it, not every spawn of the projectile, so im not sure.

It’s the basic blend space speed=transition through animations, that comes with the starter content. I’ll check once i get home from work.

Out of curiosity though, as i said i’ve only been using this for a few days now.

what is blend time, and how would one change it :slight_smile: lol

IDK why it only happens on the first shot but this was it, apparently it needs to spawn farther out. Thanks man!

That’s good news. I’ll put it into an answer form then for others. It happened to me and took me forever to figure it out.

Are you spawning the projectile mesh too close to the muzzle. Needing collision on the muzzle might be causing a collision momentarily until it outdistances the player. You could test for that by spawning the projectile out farther.