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Pawn and controller yaw and pitch

There are several related questions:

  1. How does the shooter game manages to give pitch to its 1st person mesh? I think its onCameraUpdate, but is it the recommended way?

  2. A quick test character pawn made using blueprint reveals that the Character class does not replicates yaw. how does shooter game sends it through then?

  3. The camera component uses the bUsePawnControlRotation to selectively give rotation only to camera. Is there no similar method for selecting other components to pass rotation.

  4. where does the camera is attached to the pawn? why is not set in the blueprint?

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asked Jan 29 '15 at 05:35 PM in C++ Programming

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Commander Shepard
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