In my test game (as a First-Person Shooter game) , I add a socket to my pawn called "NeckSocket", then I use the Location and Rotaion of that socket to modify my camera rotation and location.
Everything is ok, but the Pawn's Hand and Gun mesh , Flickers and jitters , on camera rotation. When pawn walks, the camera follows the pawn after a delay...!
The question is , why these flickers and delays happens ...?
class thePawn extends Pawn;
simulated function Tick(float DeltaTime)
local Vector NeckSocketLocation;
local Rotator NeckSocketRotation;
GVars.NeckSLoc = NeckSocketLocation;
GVars.NeckSRot = NeckSocketRotation;
class theCamera extends Camera;
var MSD_GameInfo GVars;
GVars = MSD_GameInfo(self.WorldInfo.Game);
function UpdateViewTarget(out TViewTarget OutVT, float DeltaTime)
OutVT.POV.Location = GVars.NeckSLoc;
OutVT.POV.Rotation = GVars.NeckSRot;