You hit it on the head with the very last one - I had earlier set bUseControllerViewRotation to false in order to get the view rotation to follow that of the ship (that is, to address the original issue at the beginning of thread). Turning it on appears to fix the rendering issue though reintroduces the previous issue, that the view doesn’t conform to the rotation of the ship. Your analysis in the last post was very helpful, though, and I’m thinking I know how to bring it all in line. Won’t get a to test it on the Rift until later but I’ll report back.