project world to screen dives me location from previous frame(

Seems like “project world to screen” for constant location like (0,0,0) results in location based on previous frame view matrix(. If true is there a way around except rewriting this function?

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Debugging this issue I found two solution:

  1. add the tick fuction of the camera manager as a prerequisite of the actor who reads the camera location. i.e.: MyActor->AddTickPrerequisiteActor(PlayerCameraManager);
  2. force the update of the camera before I need to read the camera location. i.e.: PlayerController->UpdateCameraManager(0.0f).