character pitch - "default behavior"
I've got a quick question here:
How does UE4 handle (input-based) character rotation by default - or: what is the common approach to deal with character rotation?
I guess yaw is pretty straight forward. It's probably just the root component being rotated. But what about pitch? If I call "AddControllerPitchInput(Val);" on a character, something happens that rotates the camera attached to it, but obviously the character mesh itself is not rotating.
So I'm wondering what values are responsible here and where they are stored. Is there some kind of pitch-variable on a character that somehow only affects looking/aiming etc?
asked Nov 24 '15 at 12:34 PM in Using UE4
The "AddControllerPitchInput"-Function ultimately sets an FRotator-Variable inside the Character's PlayerController called "RotationInput.Pitch"
You could set the Characters "UseControllerRotationPitch"-Variable to true to make the character rotate instead of the camera and set the "InheritPitch"-Variable of the Camera Boom to true to make the camera follow the characters pitch ... if that is what you are aiming for?
answered Nov 24 '15 at 06:16 PM
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