UE3 - UDK Camera WalkBob issue

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Dark[NSF]

Northwest Secessionalist Forces
The ShakeOffset (CalcWalkBob*100) doesn't seem to be affected by the Player's rotation. I get a nice screen bob, but as soon as I make a 90 degree turn i'm jumping forward and backwards. ;(

Code:
POVLocation += (CalcWalkBob*100) >> Pawn.GetBaseAimRotation();


Any help is appreciated! ;]
 

Dark[NSF]

Northwest Secessionalist Forces
This way of doing it causes the same issue:

(ShakeOffset = CalcWalkBob * 100)
Code:
GetAxes(P.Rotation, x, y, z);
    POVLocation = POVLocation +
                     ShakeOffset.X * x +
                     ShakeOffset.Y * y +
                     ShakeOffset.Z * z +
                     vector(P.Rotation);