I’ve got a weapon actor attached to my character in a shootergame based FPS. The weapon actor has a SceneCapture2D attached to it which renders to a target texture. This target texture is then displayed on the weapon itself.
If I set the “capture every frame” option on the scenecapture2D, I get a jittering happening on the main camera. Now the strange thing is that this jittering happens even if I don’t have the weapon equipped. So I guess its just happening if the scenecapture2D exists at all. At first I thought it was some kind of double motion blur going on. But then I tried switching the “capture every frame” off on the scenecapture2D and I get an even weirder effect happening.
If I move while the weapon with the scenecapture2D is equipped and its not set to capture every frame. I get the image in the texture target (displayed on the weapon) updated. I also get the jittering as when it was set to capture every frame. If I then unequip the weapon, I get the jittering for about a second, then it goes away.
Basically the use case for this, is a weapon that is basically a camera on a stick. Its the kind of thing used by SWAT entry teams to look round corners, bit like an endoscope. But you would use a similar setup for things like weapon scopes that actually do rendering from camera views (sniper rifles and the like).
The expected output, is a scenecapture2D that renders into the target texture, no change to the main camera view, no artifacts from movement etc. If you want to see the kind of thing in action, here’s a link;