Also check your Tick Groups.
Animation happens in TG_PrePhysics
while Camera updates happen in TG_PostPhysics
.
The player’s animated actor would move and animate in TG_PrePhysics. It needs to animate before physics in order for physics-simulated objects to follow and interact with it correctly. Then Sockets, camera etc are ready to use in TG_PostPhysics
TG_PrePhysics
- This is the tick group to use if your actor is intended to interact with physics objects, including physics-based attachments. This way, the actor’s movement is complete and can be factored into physics simulation.
- Physics simulation data during this tick will be one frame old - i.e. the data that was rendered to the screen last frame.
TG_PostPhysics
- Results from this frame’s physics simulation are complete by the time this tick group runs.
- A good use of this group might be for weapon or movement traces, so that all physics objects are known to be in their final positions, as they will be when this frame is rendered. This is especially useful for things like laser sights in shooting games, where the laser beam must appear to come from the player’s gun at its final position, and even a single frame of lag will be very noticeable.