so, im having a bit of an issue here with my setup
I have this 3D “Menu” piece that i want players to be able to click on
so it has to render above everything else
so i resolved it by finding a point closer to the camera and moving the object there. the problem is the object jitters i cant really put my finger on it. it always seems like its a frame behind or something
examples below:
thanks a bunch clockwork, ive tried the interp and it does ease up the jittering but then the arrows seem to lag behind the camera movements. i also tried using the camera position as the main vector to then add the arrow offset to but that doesn’t work either. i suppose my next test would be to actually attach the arrows to the camera actor but they are supposed to be part of the pawn so this bugs me a little. anyways, thanks a bunch for the help.
yup i tried that and got the same jitter despite the camera moving smooth as butter. i wonder if its got something to do with the accuracy of the position being calculated. meh, i dont know im gunna keep trying stuff lol. thanks for the help
ok, so i ended up solving this… asking the pawn to sync with the camera manager on every frame is apparently too much. i mentioned that the arrow actor looked like it was always a frame behind and that was essentially correct, the camera would position itself then the pawn would update the arrow location giving that strange jump/jitter in position.
what i ended up doing was creating a function in the camera manager that would find all the pawns and iterate through them updating the arrow position relative to the camera. then call this in the Overridden “BlueprintUpdateCamera” function in the camera manager. this would set the position of all arrows On the same frame as the camera updated and so the arrows are no longer a frame behind. i really couldn’t find any decent tutorials or explanations of this so i hope this helps someone that needs it.
im going to try to change the title of this question to better describe this.