Actor/Mesh jitter issues(UE5.4.4)

Hello everyone, I’ve encountered a strange issue. Every 20ms, I receive some latitude, longitude, and altitude data, which I use to create a flight effect. However, my Actor/Mesh exhibits some unexpected jittering. Below is the structure of my Actor and the movement code.

GlobeAnchor->SetEastSouthUpRotation(Quaternion);
GlobeAnchor->MoveToLongitudeLatitudeHeight(LLH);

I tried adjusting the interval of receiving data from 20ms to 100ms and performed interpolation in between, which somewhat alleviated the jittering problem. However, I can still notice slight jittering.

I can confirm that no other parts of the code are modifying the Location of the Actor/Mesh.
Thanks!


video.zip (13.4 MB)

Hi @hmxxf,

Thanks for including a video of the problem – that’s definitely a strange issue. I’m not sure what the problem could be from a glance. :confused:

Do you mind giving a quick walkthrough of how to reproduce this? For example, how did you construct this Blueprint, and where are you calling the code? We can try to replicate the issue on my side and see if there’s anything we notice.

Hello, janine
I created a simple project in UE5.3.2. When I run the project, I see a moving pink ball. If I observe it closely, I notice that it shakes from time to time, possibly every 10 or 20 seconds.
Test.zip (97.0 KB)

I noticed that this jitter might be related to the SpringArm/Camera. When I adjust the relevant properties of the SpringArm, the jitter becomes very noticeable. I hope this helps. Thank you."

And The larger the MaxSpeed value of FloatingPawnMovement, the more noticeable the jitter becomes.