Alright, so I started on a project around 5 or so months ago, being completely solo the development process was obviously very slow but I felt I got a lot of of the programming (blueprints, of course) out of the way. After leaving the project alone for a while to work on other things and hobbies, I had decided to completely redo the game with a whole new end goal, one that I felt I’d be more driven to finish. Plus I was coming back just in time for the amazing Volumetric Fog features which I’ve patiently waited for the past year or so.
After getting a few assets and such finished, I started on the UE4 project. However I ran into a bug almost immediately when setting up camera movement. I’ve implemented exactly the same from the original project as far as I can tell/remember, though I never dealt with this bug in the old project. I recorded a bit of the problem when I initially ran into the problem, then disconnected the execution line for that chunk of blueprints and went on with other things like modeling, texturing, and planning. I had hoped that taking a break from the issue would mean that the solution would be obvious once I came back to it, but no such luck. Here is the video (Explicit language warning) - YouTube
And here are the two projects compared to each other. The idea is to add/subtract to or from the relative rotation of the spring arm, causing it to rotate around the player as you moved the mouse. I ported over the original project to 4.15 to test if something had changed in the engine that could cause it, but the original project works fine under 4.15. The top window is the original project, while the bottom window is the current rebuilt one.
If anyone has any ideas, I’d greatly appreciate some input, and thanks in advance!