# Advice on Manually placed objects far from ellipsoid center

**URL:** <https://community.cesium.com/t/advice-on-manually-placed-objects-far-from-ellipsoid-center/30536>\
**Category:** Cesium for Unreal\
**Created:** [March 14, 2024, 12:06pm UTC](https://community.cesium.com/t/advice-on-manually-placed-objects-far-from-ellipsoid-center/30536 "2024-03-14T12:06:10Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![janine](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/janine/32/5135_2.png) [@janine](https://community.cesium.com/u/janine)\
**Post date:** [March 15, 2024, 3:52pm UTC](https://community.cesium.com/t/advice-on-manually-placed-objects-far-from-ellipsoid-center/30536/3 "2024-03-15T15:52:08Z")

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Hey @BDelacroix,

I recently did a dive into the spring arm component code while working on this issue:

> [@CesiumOriginShift error](https://community.cesium.com/t/cesiumoriginshift-error/28654/16):
>
> Hey @MQS, Thanks for your patience! I think I’ve got something working, but you can stress test it for me and let me know if something comes up sweat_smileCreate a new C++ class & configure the project Go to Tools \> C++ class. Under “All Classes”, search and select SpringArmComponent. Name your class; for this walkthrough I’ve named it CesiumSpringArmComponent. Add it as Public to your project. This should open the files in Visual Studio and generate a solution for your project. In your pr…

Inside `USpringArmComponent`, the rotation is “lagged” by interpolating between the current rotation and a desired rotation, which is a member variable `FRotator PreviousDesiredRot;`

So to remedy the difference between the globe-relative rotation, and Unreal’s local rotations, you _may_ have to use a similar approach in the forum post I linked. But instead of (or in addition to) caching the camera’s globe-relative position, you may have to cache the globe-relative rotation of the camera.

This is just a driveby suggestion though. Maybe you’ve already found a solution!

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