x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

How do I change the default controller rotation limits?

Seems that default PlayerController pitch and roll is limited between 90 and 270 degrees, I want to be able to rotate it and make full spins, is there some way to disable the limit?

PS. I´m using blueprints.

Thanks.

Product Version: Not Selected
Tags:
more ▼

asked May 04 '14 at 01:44 PM in Blueprint Scripting

avatar image

mdiaz
36 2 3 7

avatar image Steve Allison STAFF May 04 '14 at 08:30 PM

Hey mdiaz,

Are you working out of one of the available Templates or is this happening for you using a PlayerController in a blank project?

-Steve

avatar image mdiaz May 04 '14 at 08:40 PM

Both FPS template and also starting from scratch by myself. The controller assigned values for pitch and roll does not accept values below 90º or over 270º. I hope I´m wrong and this is not hardcoded because seems like a very FPS oriented solution to avoid look past your feets when you look down.

PS: Flying UFO example does not have this problem because does not use a controller instance as main primitive for the ship. Anyways looks like a ugly limitation and maybe UE should create an option to enable/disable this limiter behaviour.

(comments are locked)
10|2000 characters needed characters left

3 answers: sort voted first

Hey mdiaz,

Sorry for the wait time on reply. What you will want to do to have a different set of axis limits is create a new blueprint based on Player Camera Manager. Within that blueprint is a section that lets you set Min and Max values for Pitch, Yaw, and Roll:

PCM

Once you make this new blueprint, to use it with your system you'll need to edit the Defaults of your PlayerController and look for the Player Camera Manager Class option--set this to the blueprint you just made.

If you have any other questions about this setup, just let us know!

Thanks,

-Steve

pcm.png (4.6 kB)
more ▼

answered May 14 '14 at 10:25 PM

avatar image

Steve Allison STAFF
4.3k 123 58 209

avatar image mdiaz May 14 '14 at 10:39 PM

Oh, nice to know it. It makes sense.

I already managed to solve my issue in an alternative way but this solution will help some other people for sure.

avatar image Jonbo Jun 04 '14 at 04:07 AM

This solution doesn't seem to work for me (on 4.1.1). It is having no effect changing those values. Unless there is something additional that has to be (un/)set that was not listed above (except setting the custom controller, which I have done, and is working up to that point)? I started from the blank template.

Also, mdiaz, I'm curious to what the alternative way was that you found?

avatar image Steve Allison STAFF Jun 04 '14 at 06:58 PM

In your World Settings or Game Mode blueprint, you are pointing to your custom Player Controller to be used in your map, correct?

avatar image Jonbo Jun 23 '14 at 05:53 PM

Yes, I have. (Sorry for very late reply, I never got email notified?) I still haven't figured it out, I just moved on to another problem.

avatar image Steve Allison STAFF Jun 23 '14 at 08:23 PM

Is the problem you are running into that you can't move past your new limitations or are you hitting gimbal lock?

avatar image Jonbo Jun 23 '14 at 08:33 PM

My problem is that the Player Camera Manager Class (that I have set) seems to have no effect at all (or at least the pitch/yaw/roll min and maxes). Or maybe I'm failing to understand something, since I'm slightly new to Game development concepts.

avatar image Jonbo Jun 23 '14 at 09:57 PM

Can confirm no attributes are having an effect inside of the Player Camera Manager class.

To reiterate what I have done: (I'm now on 4.2.1)
1) Created custom gamemode and set it in both World Settings and Project settings -> Maps & Modes
2) Created custom controller and set it 'active' inside the (custom) game mode settings above.
3) Created custom player camera manager and set it 'active' in the player controller settings and played with settings. (This is where things start to have no effect.)

The camera component is attached to a custom actor. So have I forgotten something?

avatar image SVR33 Jun 03 '15 at 01:29 PM

Hi Steve,

I'm having the exact same problem as Jonbo was. I've created a CustomPlayerController, set the min/max pitch to -60 and 60 and then set that CustomPlayerController as the PlayerControllerClass in the game mode settings but, still, I'm able to rotate pitch all the way to -90 and 90.

Any ideas?

avatar image CloudMonster May 26 '15 at 10:58 PM

Hey Steve Allison, i came upon this post today because im trying to limit my player's head rotation so he cant fully rotate at the neck and other unrealistic rotations. Can you explain in detail how i can get to the player camera manager settings? i cant figure out how to find that.

(comments are locked)
10|2000 characters needed characters left

This should work if you want to apply vertical constraints alt text

more ▼

answered Sep 09 '15 at 08:42 PM

avatar image

mrwednesday
23 3 6

avatar image Howie Oct 28 '15 at 07:48 PM

Thank you! exactly what i needed

avatar image HyperThermal Jul 07 '16 at 09:04 PM

I just tried this, and it works like a charm! Thank you so much for showing your method on this subject.

avatar image Haoris Sep 16 '16 at 02:25 PM

It doesn't work for me, I made the same logic in my controller blueprint but the values seams to have no effect at all. I tryied using the default camera manager and making my own camera manager but it's still the same.

(comments are locked)
10|2000 characters needed characters left

If you possess a Pawn and try to rotate it in any direction, you'll be limited to 90 degrees in any direction. It's a bug acknowledged by Unreal developers.

However, if you do the rotation in your custom PlayerController blueprint, you can freely rotate 360 degrees without limit. The rotation values (roll, yaw, pitch) can even exceed 360 degrees and it'll work perfectly. So rotate the actor from within your PlayerController blueprint instead of your individual Pawn blueprint.

more ▼

answered May 25 '15 at 01:23 PM

avatar image

Pelangi
236 21 34 41

avatar image Taurian Jan 11 '16 at 06:28 PM

This doesn't seem to work in a custom Player Controller BP. It still stops at 90 degrees.

avatar image polygonfuture Feb 22 '17 at 07:02 PM

EDIT:

I can verify that this works.

If you move your entire rotation script to your custom PlayerController event graph (do all of your rotation here), it works flawlessly.

avatar image ZZZZZION Dec 17 '18 at 01:40 AM

Hi, about “move your entire rotation script to custom playercontroller event graph”, dose anything setting need to set? I had take my rotation stuff into custom playercontroller event graph, but still only limit yaw in world rotation.

avatar image Will Randor Apr 12 '17 at 03:41 PM

If anyone can definitely pitch more than 180 with "Add controller pitch input" on the Thirdperson template it would be very interesting as to exactly how. That function has strong multiplayer code - unlike Flyingpawn.

Based on this thread I tried this custom player controller on the Thirdperson template but still only pitches 180 for me. You also need to set these on the (empty graph) test character: "default land mode" to "flying", "gravity scale" to "0" and "rotation rate" boxes to 100/100/100.

alt text

avatar image ZZZZZION Dec 16 '18 at 04:36 PM

Hi, I am looking for a method like yours.

  • want to limit yaw between 135 to -135. I had tried “view yaw max and view yaw min”, but it only work for world rotation.*

    1. Did your limit yaw method work for character?

    2. If so, “do the rotation in custom player controller event graph”, you mean mouse input like “input axis”? Or there has others “rotation stuffs”?

    3. Does any other detail setting I should care and set?

Your method might be able to help me deal with the problem, it would be nice to get suggestion from you, thanks.

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question