In order to have springarm camera lag working correctly, I found that the “Auto Calculate Ortho Planes” bool needs to be set to false on the camera.
In order to properly render screen space widget components (not widgets created and added to the viewport, but widget components attached to actors) the “Auto Calculate Ortho Planes” bool needs to be set to true on the camera.
Currently I cannot find any combination of settings that allows both of these functionalities to be working properly together.
Does anyone have any suggestions or is this simply a bug/problem with all the recent orthographic camera changes that have been made in recent versions?
Since I necro’d this post I figured I’d post the solution I found here for the next guy.
First, I found a post about modifying engine code to fix the issue. I hope this means that in future versions of Unreal this may be fixed. Here’s the link to that post if you’re interested in that route: Camera Lag doesn't work with `AutoCalculateOrthoPlanes`?
I was not interested in working from a source engine for my project due to the level of simplicity I’m trying to keep, so I found a different workaround.
I’m using a top down ortho cam panning deal to smoothly pan my camera around the scene. To get the desired effect, I simply made a blueprint actor as a “camera anchor” that I then move based on my click inputs on my controller. The camera anchor is an empty actor with a spring arm with the lag setup how I like. I’m then attaching my camera pawn to the spring arm so the camera can sit at the root of the pawn still, but the pawn is moving with the lag. Works like a charm.