I guess skipping would be a good name for it and I think it more or less relates to the bot or pawn transitioning between animation movements between jumping and walking/running! In normal game play mode the transition is natural and each animation class I think kind of has its own set of leg movements while in the air from a jump or combo move till they hit the ground again and continue to walk or run or dodge ect. Now In flymode I think the bot or pawn still trys to use these animation movements and its not noticeable really until the bot or pawn is in a position where the transition would normally occur in the jump/walk/run! If that makes any sense. But not in spectator mode the bot or pawn can fly but the animation sequences seem to be disabled so the jittery effect doesnt come into play! So like when a bot or pawn is in flight using the mute and is close to someting like a wall or the ground, it trys to walk or run or whatever based on what its predetermined animation code is but it cannot because flymode has overrode and I think right at that point it creates like a jitter or skipping effect! And im sure you allready know this but, I am just trying to help and hopefully figure it out! I dont know if the spectator flymode can be incorperated into the flymute but somewhere in there I think is the fix! Anyway I wait for 7 and thanks for all the other stuff you have contributed!

The problem on our end is still a matter of reproducability. I can't force this to happen, and some of my playtesters see this quite a lot... Our current suspicion is a hangup by the physics engine on collisions with high-poly static meshes that a mapper didn't anticipate would get touched due to their hieght... Now add super-jump, increased double-jump, and wallrun to the mix (or fly, of course!!), and you have players able to interact with very complicated poly arrangements with no blocking volumes wrapped around them to buffer them... It seems plausible, but actually proving it and find a solution is the challenge, of course...
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