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New shooter game mesh rotation problem

In the new shooter game for rocket beta 5, i changed the first person mesh from HeroFPP to HeroTPP for a true fps feel. I changed the OncameraUpdate() so it wont change the rotation of the Mesh1P to the cameras rotation. Still the mesh1p is rotating according to the camera's rotation. How do i change it so the rotation of the camera doesnt influence the rotation of the whole mesh1P?

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asked Mar 11 '14 at 05:18 AM in Everything Else

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ue4-archive ♦♦ STAFF
49.8k 3656 1981 9108

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2 answers: sort voted first

This is an easy fix

in visual studio you need to switch what build you are making from Debug to Development

See step 2 of my tutorial here:

http://forums.epicgames.com/threads/972861-23-TUTORIALS-C-for-UE4-gt-gt-New-Beta4-to-Beta5-C-Transition-Guide?p=31708638&viewfull=1#post31708638

I really think Epic should make sure that the NEXT beta defaults to Development, not debug

I've already made a UDN post about this :)

https://rocket.unrealengine.com/questions/10788/logical-inconsistency-of-only-have-editor-debug-bu.html

Rama

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answered Mar 11 '14 at 05:18 AM

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ue4-archive ♦♦ STAFF
49.8k 3656 1981 9108

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In your Character class,

put this in postinit components or in the constructor itself

or check it off in your character BP

bUseControllerRotationYaw = false;

 void AYourCharacter::PostInitializeComponents()
 {
     Super::PostInitializeComponents();
     
         bUseControllerRotationYaw = false;
 
 }


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answered Mar 11 '14 at 05:18 AM

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ue4-archive ♦♦ STAFF
49.8k 3656 1981 9108

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 05:18 AM +

Thanks but that was not it. The entire mesh rotates up and down so pitch such that it aims at the direction you are looking at. At the same time bUseControllerPitch is false. Can you come with another solution please.

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