u/Gold_Beginning_1652

UE5 Camera randomly stops following head bone during montage and I’m losing my mind

Hey everyone,

I’m facing a really weird and haunted issue in Unreal Engine 5 related to montages and camera/head bone behavior.

My setup:

  • Camera is attached to a spring arm
  • Spring arm is attached to the head bone
  • During montage playback, the camera is supposed to follow the head movement

The problem:
The camera is NOT properly following the head bone when a specific montage plays.

What makes this extremely confusing is:

  • A few weeks older backup of the SAME project works perfectly
  • Camera/spring arm settings are identical
  • Blueprint logic is identical
  • Montage settings also look identical

The only thing I changed recently before this issue started was:

  • Slightly increasing the player capsule radius to fix flashlight overlap issues
  • Before montage starts, I untick “Use Pawn Control Rotation” on the follow camera

But even reverting capsule radius back didn’t fix it.

Things I tested:

1. Simple test montage

I made a super simple animation where the head just rotates 90 degrees.

Result:
✅ Camera follows correctly.

So at first I thought the original montage was broken.

BUT…

2. Playing the problematic montage from Persistent Level BP

Result:
✅ Works perfectly.
Camera follows the head correctly.

3. Playing the SAME montage from Sublevel BP

Result:
❌ Camera stops properly following the head bone.

This is the exact same montage and same references.

Other weird behaviors I noticed:

  • Sometimes (like 1 out of 10 times) it works perfectly
  • Sometimes the camera only follows halfway
  • Sometimes it follows for only the first few seconds
  • Completely random behavior

Another creepy thing:

  • While montage is playing, if I press F8 to leave player camera and then repossess again:
    • I can clearly see the camera/spring arm IS moving with the head bone
    • But the second I return to player camera view, it stops following again

Also:

  • Mouse movement still respects the unticked pawn rotation setting correctly
  • Head bone itself IS rotating properly during montage

At this point I genuinely don’t know:

  • If this is an animation issue
  • Camera manager issue
  • Possession issue
  • Sublevel issue
  • Tick order issue
  • Or some hidden override happening somewhere

I’m pretty sure this is NOT just a settings problem because the older backup with basically the same setup still works perfectly.

Would really appreciate any ideas or debugging direction because I’ve been stuck on this for days 🙏

reddit.com
u/Gold_Beginning_1652 — 3 days ago

UE5 Camera randomly stops following head bone during montage and I’m losing my mind

Hey everyone,

I’m facing a really weird and haunted issue in Unreal Engine 5 related to montages and camera/head bone behavior.

My setup:

  • Camera is attached to a spring arm
  • Spring arm is attached to the head bone
  • During montage playback, the camera is supposed to follow the head movement

The problem:
The camera is NOT properly following the head bone when a specific montage plays.

What makes this extremely confusing is:

  • A few weeks older backup of the SAME project works perfectly
  • Camera/spring arm settings are identical
  • Blueprint logic is identical
  • Montage settings also look identical

The only thing I changed recently before this issue started was:

  • Slightly increasing the player capsule radius to fix flashlight overlap issues
  • Before montage starts, I untick “Use Pawn Control Rotation” on the follow camera

But even reverting capsule radius back didn’t fix it.

Things I tested:

1. Simple test montage

I made a super simple animation where the head just rotates 90 degrees.

Result:
✅ Camera follows correctly.

So at first I thought the original montage was broken.

BUT…

2. Playing the problematic montage from Persistent Level BP

Result:
✅ Works perfectly.
Camera follows the head correctly.

3. Playing the SAME montage from Sublevel BP

Result:
❌ Camera stops properly following the head bone.

This is the exact same montage and same references.

Other weird behaviors I noticed:

  • Sometimes (like 1 out of 10 times) it works perfectly
  • Sometimes the camera only follows halfway
  • Sometimes it follows for only the first few seconds
  • Completely random behavior

Another creepy thing:

  • While montage is playing, if I press F8 to leave player camera and then repossess again:
    • I can clearly see the camera/spring arm IS moving with the head bone
    • But the second I return to player camera view, it stops following again

Also:

  • Mouse movement still respects the unticked pawn rotation setting correctly
  • Head bone itself IS rotating properly during montage

At this point I genuinely don’t know:

  • If this is an animation issue
  • Camera manager issue
  • Possession issue
  • Sublevel issue
  • Tick order issue
  • Or some hidden override happening somewhere

I’m pretty sure this is NOT just a settings problem because the older backup with basically the same setup still works perfectly.

Would really appreciate any ideas or debugging direction because I’ve been stuck on this for days 🙏

reddit.com
u/Gold_Beginning_1652 — 3 days ago
▲ 9 r/unrealengine4+2 crossposts

My Steam game suddenly jumped from 5 wishlists/day to 70/day with ZERO marketing… and I have no idea why

Hello everyone,

I’m an indie game developer, and something really confusing is happening with my Steam page right now.

For the last couple of months, I barely did any marketing. My game was averaging around 5 wishlists per day.

But suddenly, out of nowhere, it jumped to around 70 wishlists per day.

The weird part is:

  • I checked all my social media platforms
  • No viral post
  • No boosted reel/video
  • No recent YouTube coverage about my game
  • No streamer coverage either

So I went into Steamworks → Marketing & Visibility, and it shows that most of the traffic is coming from GOOGLE.

Now I’m extremely confused because:

  • I don’t know what exactly people are searching for
  • I don’t know where Google is showing my game
  • I can’t figure out what caused this sudden boost

Has this happened to anyone else before?

Can Steam pages randomly start getting indexed/pushed more by Google over time? Or is there any way to properly track where this traffic is actually coming from?

I attached a screenshot from Steamworks analytics for reference.

u/Gold_Beginning_1652 — 6 days ago

UE5 Shadow Depth is destroying my performance and I don’t know what’s causing it

Hello everyone,

I’m currently facing an issue in Unreal Engine 5 where “Shadow Depth” is taking a huge amount of performance, and I honestly don’t understand what is causing it because I’m still pretty new to UE5.

Things I already tried:

  • Disabled shadows on objects that don’t need them
  • Using mostly 1K textures
  • Not using Nanite
  • Not using Lumen

But even after that, Shadow Depth is still tanking my FPS badly.

I’m really confused about:

  • What actually increases Shadow Depth cost?
  • How can I find which object/light is causing the issue?
  • What tools should I use to debug this properly?
  • What are the most common beginner mistakes related to shadows in UE5?

I would really appreciate a detailed explanation because I’m still learning Unreal and not fully familiar with optimization/profiling tools yet.

reddit.com
u/Gold_Beginning_1652 — 7 days ago