This issue is the same as
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Way to reproduce this is shown in the first link, but to clarify:
Add a component, for example static mesh box in Actor blueprint as a root.
Attach another component as a child.
Add a node to rotate them. To ensure there is a jitter, you can pilot the actor blueprint.
If there is no jitter, start simulation 5-10 times and it will appear (in my point of view it looks like incremental).
Also this jitter is not caused by motion blur or temporal AA - it is real and component will shift a lot after series of oscillations.
Well thanks for your help, GIGA, but i finally found a solution. Problem is not intuitive: floating point accuracy when player location is too far from the origin leads to big error in transforms when trying to perform arithmetics. It is fixed by making world property “Rebase world origin” that actually makes an offset from the current location (thus minimising this float-type error), so the problem is solved. Bests
Answer:
Take a look at a floating point accuracy: when player location is too far from the origin it leads to big error in transforms when trying to perform arithmetics. It is fixed by making world property “Rebase world origin” that actually makes an offset from the current location (thus minimising this float-type error), so the problem is solved.