The camera in my current map decided to start being jumpy one day out of the blue, as far as I can recall. I've verified that the camera is being told to pan just as smoothly as ever, the target is moving properly and rapidly, etc. I've tried changing the panning duration and deceleration and so forth. I've tried enabling and disabling height smoothing and height displacement. I've also tried messing with a few of the Default Camera data-only options, such as minimum smoothing time. I cannot figure out the cause for the behavior of this camera, although it does seem to be linked to what's in the foreground. Does anyone have a clue how to put an end to it?
Some specifics for the sake of satisfaction and not having to answer certain questions later:
I verified that this line is occurring with high but constant frequency even during the jittering, and regardless of how I tweak the parameters: Camera - Pan the camera for player (Picked player) to CameraPoint over 0.1 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
I verified that CameraPoint is being moved in the correct direction, both smoothly and consistently, as well.
I also tried disabling height smoothing and height displacement immediately after that line, which only resulted in my camera being lower. (The camera is above a cliff but not right at the edge.)
So this problem is caused by the Fog Grey doodads I placed in the lab. If I remove those, the jitter is gone, and if I hit undo and test again, it's back. However, it's clearly not a frame rate issue--the fog is actually interfering with the camera's movement. I failed to find any particular flags in the actor or model that had an effect on the interference, though. When it's not 3 AM, I'll try creating the fog during runtime as actors rather than doodads and see if that changes anything.
The camera in my current map decided to start being jumpy one day out of the blue, as far as I can recall. I've verified that the camera is being told to pan just as smoothly as ever, the target is moving properly and rapidly, etc. I've tried changing the panning duration and deceleration and so forth. I've tried enabling and disabling height smoothing and height displacement. I've also tried messing with a few of the Default Camera data-only options, such as minimum smoothing time. I cannot figure out the cause for the behavior of this camera, although it does seem to be linked to what's in the foreground. Does anyone have a clue how to put an end to it?
Some specifics for the sake of satisfaction and not having to answer certain questions later:
I verified that this line is occurring with high but constant frequency even during the jittering, and regardless of how I tweak the parameters: Camera - Pan the camera for player (Picked player) to CameraPoint over 0.1 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
I verified that CameraPoint is being moved in the correct direction, both smoothly and consistently, as well.
I also tried disabling height smoothing and height displacement immediately after that line, which only resulted in my camera being lower. (The camera is above a cliff but not right at the edge.)