Funny enough i did run into this again the other day and the problem seemed to be caused by a combination of camera lag enabled and max spring arm distance. It seemed to be when it was hitting the max length it would start jittering, i havnt looked at the engine code for it but I’m assuming when it goes over the max length its pulling the camera back to its max distance in a not very smooth way. Try fiddling with the lag and max length values, or switch max length off to see if that removes the jitter.
This was happening to me in a networked game with any combination of lag settings enabled. I have it attached to a 2dPaperCharacter with an Orth Camera attached to the Spring Arm. The Spring arm is set to Absolute (World) Location since I am making a 2D game although i’m not sure if that’s relevant.
I was seeing jittering when the Player was colliding with other objects in the scene. It took a long while of playing around with the Spring Arm but I finally found out this was happening because I had the spring arm component located at the center of the players capsule, and so collision with the player - and overlapping events - was causing collision with the Spring Arm witch would cause the camera snap or jitter whenever lag was enabled.
I tried to offset the camera Y (My game is 2D) so that it would not collide with objects on the same plane but this only created other issues. Instead I changed probe size to 0 and it worked. I was honestly starting to grasp at straws. I’m not sure what Probe Size is referring to but it works like a charm now - Even tested on remote dedicated server.