Hi Everyone. I’ve been making a 3D platformer for the past year as part of a university project & I have a strange bug with the third person camera that I was hoping someone could help me figure out.
I’m using the standard UE thirdperson camera and I have two main on tick events that customise its behaviour. One function gives an auto rotate feature and the other keeps the camera on the ground when the player jumps.
The bug I am having is:
When the player jumps from lower ground to higher ground the camera position sets itself to be directly under the player looking straight up. This happens when the player is still in the air over the high ground. Once they hit the floor the camera then fixes itself. I have a video here https://youtu.be/YldkeQrMrTQ As it is hard to see in the video I will also attach an image of what I think is happening here Imgur: The magic of the Internet
So far I have used line traces and sphere traces to track the position of the camera during the jump and it supports the theory that I ahve drawn in the image link. I will also leave links to the functions that are effecting the camera
I also know turning off collision on the camera completely fixes the problem but this then causes issues with the camera clipping out of level boundaries which isn’t ideal either.
Rotation Function - Imgur: The magic of the Internet
Boom Arm Offset Function (Likely the culprit) - Imgur: The magic of the Internet
Any help would be great!