I currently have an aircraft in game using the flying template for now, so WASD moves the plane about
I have managed to set-up a cockpit camera which looks around nicely,
However the camera does’t follow the the movement of the plane mesh, if I turn using A, and don’t touch the mouse, the camera will always look in the X (or Y) Axis.
So camera follows location, but not rotation of the mesh, but I still need that free movement
I’ve tried parent it to the mesh in the BP, but still no joy,
In component properties for springarm/camera, uncheck ‘Use controller rotation’
Also make sure the SpringArm’s rotation is given as ‘Relative Rotation’ and not ‘Absolute Rotation’ (clicking on the label toggles it)
Sorry I might not have been clear enough.
If I have ‘Use controller view rotation’ unchecked on springarm/camera, The camera will stay locked to the mesh, but I can no-longer use the mouse to look around.
If I have either/both checked, then the camera can look around but only follows the location of the mesh, not rotation.
It might be something that needs a more complex blueprint or C++ to fix,