Why is "Add Controller Pitch Input" not responsing

I’ve been following a tutorial in order to get some basic player movement. But for some reason, the pitch input is the only one not responding, it looks like inputaxis is spitting out some values but its not changing at all. Does anyone know what the issue is?

Thanks in advance

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I am using character.

what kind of pawn are you using? is it a character, pawn, defaultPawn, or vehicle?

I have the same problem remove the camera component and try it will work strange :frowning: ?
Anyone know why ?

Hey,

May be a bit late, I just encountered this problem…the solution was to change the following setting on the camera component.

Camera Settings → Use Pawn Control Rotation

This resolved the issue for me…

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It is never too late :slight_smile:

I did figure it out in the end but it was hours of trial and error

either way cheers for the help

Thank you so much. That fixed it!

Just want to say thank you! This was driving me insane.

I have the same issue. Despite checking Camera Settings → Use Pawn Control Rotation. I created a BP using the default pawn. I am able to get yaw working just fine but can not change pitch

Paul,

You may never see this answer, but thank you for saving me some trouble!

Thanks Paul.

Thxs

Thanks. It works, but not perfect. Checking Use Pawn Control Rotation means that we allow Camera to rotate with Controller, but, seriously, we don’t wish for the camera to rotate along with the Controller, we only wish for the spring arm to do that, and the camera will move along with the spring arm.

I finally figured it out. it’s just a careless mistake. My code is:

	FollowCamera->SetupAttachment(RootComponent,USpringArmComponent::SocketName);

which is wrong because the first parameter shouldn’t be RootComponent, it should be the SpringArmComponent, as we want to make the camera be SpringArmComponent’s child so that the camera can move along with the spring arm.

But some wierd things happened, after I corrected my code, the chararcter blueprint class, which was created based on my C++ class, didn’t change. the camera was still not the child of SpringArmComponent. So I deleted bluepring class and recreated it. Finally, it changed. Now I know that the blueprint class will not totally update with its C++ code…

Thanks for that it was wrecking my brain for hours

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Hi,

(For Blueprint)
The solution is in the Spring Arm Component of your actor/pawn/character/etc., u need to enable the Use Pawn Control Rotation . Do not enable the option in the Camera component as it will then rotate independent of the actor.

Hope this helps.

Never to late! You are helping again on this day! Thank you.