You experience motion sickness with the in-editor flight camera? I've got a fix!

I’ve been working on an unreal 5 project with my partner for about 5 months. 2 months ago we hit a wall because she felt motion sick when using the in-editor wasd flight camera. So much so that she could not work with it more than about 60 seconds.

This struck me because it was not the first time I’d heard of Unreal creating motion sickness. So I got to thinking and I remembered one thing about motion sickness: It is often caused in situations were the brain cannot anticipate changes in velocities.

And so it struck me that the unreal flight cam was also a rare occurance of an editor camera that had some kind of velocity management: When you release the ‘W’ key after an extended flight you will notice that the camera doesn’t stop dead it continues it’s path for a while, like a car breaking to slow down to a stop, admittedly a car with very good breaks.

In other words the perfect situation to get motion sick.

I have implemented a fix: a very simple one I just disable the flight camera damping.
It worked wonders the sickness is entierly gone !

This boggles my mind at to why this option is not available by default in UE.

If you want to try it the branch is here, it is lean and clean branching out of 5.5.1:
https://github.com/OeilDeLance/UnrealEngine_5/tree/EditorCameraAccessibility

I’d be very curious to know if this is useful to anyone else. Feel free to integrate into your own projects. It does not even change the default behaviour of the editor. You just have to disable camera damping in the editor options, search for “FlightCameraDamping”.
I’ll try and make a pull request at some point after I get more feedback.

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The link you have provided is no longer available. Any chance you provide this for 5.4 as I have the same issue.

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Damned the link is actually available but not accessible unless you are me because it is a private fork of unreal.
I tried changing the visibility of the fork but git hub says: “For security reasons, you cannot change the visibility of a fork.”
Does that mean all forks of unreal have to be private? Or does that mean I should have made a public fork from the start ?

Github documentation says “A fork is a new repository that shares code and visibility settings with the upstream repository. All forks of public repositories are public. You cannot change the visibility of a fork.” So that means the unreal repo is private and my fork is thus private.

How are we meant to share forks then ?

@legendstudio can you try to click on the url provided while being logged in to a github account that is part of the EpicGames organisation ?
Perhaps that will do the trick.

I’ve also created a pull request, it was long overdue and perhaps it is more accessible ?
https://github.com/EpicGames/UnrealEngine/pull/13193

Ultimately you can give me your github handle so that I may add you to my repo