Rotate Actor Components With AddControllerYawInput

Hi,

Yesterday night I had a good RTS Camera. When clicking the middle mouse button, and then moving the mouse on the X Axis, you could rotate the camera (according to the controller), so the camera will always be facing forward.

As any other programmer, I woke up to a different reality and now it does change the controller rotation (as the forward vector direction is changed), but the camera stays put.

AGameCamera::AGameCamera(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
	springArm = ObjectInitializer.CreateDefaultSubobject<USpringArmComponent>(this, TEXT("cameraBoom")); //Init springArm
	springArm->AttachParent = RootComponent;															 
	springArm->bUsePawnControlRotation = false;														 
	springArm->bAbsoluteRotation = false;									
	springArm->TargetArmLength = 1000.0f;																 
	springArm->RelativeRotation = FRotator(-60.f, 0.f, 0.f);											 	springArm->bDoCollisionTest = false;
}

void AGameCamera::Rotate_Implementation(float Rate)
{
	if (bCanRotate) //if rotation is possible- Middle Mouse Button is pressed
	{
		
		AddControllerYawInput(Rate); //Add to the Yaw Rotator the rate, coming in from the mouse movement on its X Axis
		
		
	}
}

Does anyone see the problem?

Thanks.

Every add input needs a bool as the last parameter telling it to use it, set it to true.

AddControllerYawInput(Rate, true);

Already solved. Thanks.

This is incorrect AddControllerYawInput only takes 1 argument, rate.