Skeletal Mesh moves with the camera movement

I don’t know how to fix this problem about the camera movement and character movement.

When I’m standing its fine.

The moment I moved my mouse the whole skeletal mesh goes with it.
How could I make the aim without moving the whole skeletal mesh.

Sorry for the noob question, Im just a beginner.

In your pawn class if you are writing in C++ set bUseControllerRotationPitch to false
else if you are writing it using blueprints untick UseControllerRotationPitch.

By doing that how could I still make my character look up and down? Thanks in advanced

Thanks for the answers but is it possible to do that the upper part of the body is for aiming and the lower part is for movement because by unticking the UseControllerRotationPitch I find myself unable to aim at the ground.

Thanks for the reply. I would look into that

The camera will still move up and down but the capsule component won’t rotate around the pitch axis

You need to implement an “AimOffset” i think.
The only reference that comes to my mind right now is inside the AnimBlueprint of the ShooterGame example.
Else you could google for “AimOffset” or search in yt.

This is usually done using aim offsets. You can learn more about it here Creating an Aim Offset | Unreal Engine Documentation

Thanks for the answers.