Same thing happens to me only when I have the DPI aware feature on. Alongside this issue rotating the camera left slowly becomes impossible for me as the camera drifts and snaps back towards the right immediately.
I am also having this problem with a 3440 x 1440 screen. I have set the Player.CameraMode option to LockFirstPerson and the problem is solved. However it is still annoying when you don’t wan’t to do a First Person game.
I have the same thing, only not during the test, but in the studio itself.
I accidentally found that the problem disappears if you go into full screen mode.
And when you turn off the beta menu, the old one breaks…
Can add this is happening to me when in just the general studio editing mode. This is me just moving the camera up & down, as can be seen with my mouse movements, yet the screen is moving left & right.
This also happened to me. I tried re-installing studio, which did not help. The only fix I found was to undocking the edit mode tab, which is a pain when re-sizing other tabs
This is happening to me as well, 5120x2160 monitor, 125% scaling. When moving up/down the camera moves to the right. It only happens when holding right-click on some X positions.
In this video I move my mouse up/down holding right-click on different positions.
I have the same issue, HOWEVER I fixed mine by setting my windows scaling % to 100%. If I go back to my regular scaling of 110%, the bug starts happening again. This is either purely a scaling issue, or something with windows attempting to fix scaling for apps so they’re not blurry.
Grrr… Very very very annoying. I am also having the issue.
Windows 11
Dual monitors @ 3840x2160
Scaling at 150%
How does one disable DPI for a specific application? I really don’t want to change screen resolution or
scaling because of all the other tools it would impact!
It’s been about 3 months since we’ve had an update.
In that time, I’ve basically stopped developing for gameplay related to FPS mechanics because the issue is way too disruptive.
We started work on this last week, reproduced the issue, and the fix is going through testing right now. Assuming it tests out ok, it should be released in a couple days.