Control second pawn yaw/pitch/roll doesn't work

I want to create a second pawn when the right mouse button is held down without possessing it.

The other player (a spectator pawn with a capture component that renders to a texture) is placed in the world and automatically recieves input and is possessed by player ID 1. “Use controller rotation yaw/pitch” is checked.

Moving (first image) works fine but controlling the pitch and yaw does not work in any of the other two examples. The nodes get executed but nothing happens to the second pawn. It only works when I possess the pawn.

What is needed to make it work? Thank you in advance!

I solved it by using add actor world rotation for yaw and add actor local rotation for the pitch.

Since it’s only a workaround I leave this post open for a little more time in case someone finds an actual solution to the problem.

Hey dude, did you ever come up with a solution? I came across this same weird issue. Not sure why Add Controller Yaw/Pitch Input won’t work.

I’m trying to create an actor that copies the player’s movement, but on a different gravity plane. So I’m not sure world rotation will work for me.

I think I did but I changed that part of the system completely later on. I’m not sure anymore but I guess I directly rotated the actor instead of having the components inheriting the control rotation.

Hey, I’m dealing with the same issue, and I’d say that this is still unresolved. The workaround provided here is alright, but it gets wonky if you attach a camera to the second pawn and are expecting a visual that resembles a standard FPC’s perspective. Does anyone know how to get the Add Controller Yaw/Pitch Input functions to work on a second pawn?

Thanks!