Hi,
I’ve noticed that the Mouse X and Mouse Y values are pretty inconsistent when moving the mouse. This causes things like aim offsets to jitter. The engine has a Mouse Smoothing option that can be enabled in the settings which somewhat helps but not by much.
I’ve prepared a demo with a line trace that fires from the character as it rotates when the mouse is moved along the X-axis only.
This is with mouse smoothing disabled:
As you can see, the line traces are not spaced equally (marked red) as the character does not rotate smoothly.
Some of the values:
As you can see, they are all over the place.
LogBlueprintUserMessages: [ThirdPersonCharacter_167] 0.14
LogBlueprintUserMessages: [ThirdPersonCharacter_167] 0.28
LogBlueprintUserMessages: [ThirdPersonCharacter_167] 0.42
LogBlueprintUserMessages: [ThirdPersonCharacter_167] 0.7
LogBlueprintUserMessages: [ThirdPersonCharacter_167] 0.56
LogBlueprintUserMessages: [ThirdPersonCharacter_167] 0.63
LogBlueprintUserMessages: [ThirdPersonCharacter_167] 0.7
LogBlueprintUserMessages: [ThirdPersonCharacter_167] 0.49
LogBlueprintUserMessages: [ThirdPersonCharacter_167] 0.7
LogBlueprintUserMessages: [ThirdPersonCharacter_167] 0.7
This is with mouse smoothing enabled:
Somewhat better but still jittery.
And some of the values:
LogBlueprintUserMessages: [ThirdPersonCharacter_167] 0.14
LogBlueprintUserMessages: [ThirdPersonCharacter_167] 0.28
LogBlueprintUserMessages: [ThirdPersonCharacter_167] 0.42
LogBlueprintUserMessages: [ThirdPersonCharacter_167] 0.7
LogBlueprintUserMessages: [ThirdPersonCharacter_167] 0.56
LogBlueprintUserMessages: [ThirdPersonCharacter_167] 0.63
LogBlueprintUserMessages: [ThirdPersonCharacter_167] 0.7
LogBlueprintUserMessages: [ThirdPersonCharacter_167] 0.49
I’m using a USB mouse by the way.
So the questions are:
- Why are the input axis so jittery? Is this a bug?
- How does the function that returns these values even work?
- Is this due to the USB mouse? Will a PS/2 mouse resolve this?
And the main question is:
- What can be done about this? Are there any workarounds to get a smooth curve besides FInterp?
I haven’t noticed this issue in any other non-Unreal Engine games out there.
Thanks