[Spectator System] First Person View is Inaccurate and Snaps
I noticed that while spectating in Chivalry and pressing “L” to go to first person that the view seems to snap everywhere and that it is inaccurate. I’ve encountered this same problem in my work in the UDK and it seems to stem from how epic replicates their rotators. When a local player has their rotation replicated error is introduced when the engine compresses the rotation. The only way I’ve found so far to get around this is to replicate the rotation of the PlayerController as a float and use this yaw and pitch for the rotation of the camera of the spectator while in first person mode. This maintains the accuracy of the rotation of the ViewTarget while lessening the jitter if a net update is forced properly.