thx again,
i found the problem, it was a problem that the mouse position was also checked, when the mouse drag was checked. so both checkings wrote to my x and y variables and got mixed up.
setting a new bool “is_dragging” and doing the mouse position check only when “is_dragging” is false does the trick.
No camera hickups anymore … tadaaaaa !!
you were right, i am positioning the camera on every tick. All my “global” variables are stored in my pc_game_instance. so i can cast to them from everywhere in the game.
Would be so much easier to have kind of global variables i am used to from programming some years ago. i really hate to to all these “cast to everything” …
inventory logic is handled in my inventory_hud widget. Maybe you are right i should add the logic to my pc controller, too …
cant say it enough: THX very much
kind regards
stucki