Your [Get Control Rotation] seems a bit different from the one I see. I assume it’s a custom function?
By looking at your references to both an actor and a pawn, can I assume that your “camera character” is simply following the pawn but not attached via an arm? It also seems that you’re using the pawn’s rotation to make an offset. I’m not 100% sure what your preference is on how the character should move in relation to your view, but I am pretty sure your functions are based on the rotation for the actor/pawn/character and not the actual world location and rotation of the camera view itself. In any case, one of these methods may work for you:
When I’m in the blueprint editor, the [Get Control Rotation] node I see that references the pawn has an output pin of a rotation rather than the rotation break there. The one I see has a description of “Get the rotation of the controller, often the ‘view’ rotation of this pawn.” Either way, it wouldn’t be any different; using the pawn’s rotation (presumably, the one holding the camera view you are using) to get the offset would be futile since it does not actually return the rotation for the actual camera, rather the way the pawn’s root, or “eyes”, would be facing.
The [Get Base Aim Rotation] node is probably the actual function you were thinking the aforementioned node would be.
Other options would be: [Get View Rotation] (if you used a {Viewport} reference); [Camera Component} (reference)->[Get Camera View]->[Break MinimalViewInfo]->(Rotation) pin; [Delta (Rotator)]
So, first of all, your game controller’s input:
[Get Input Analog Input State]->[Make Rot from YX] or [Make Rot from XY]
You can even use [Hypotenuse], [Absolute (float)] and delta seconds with [Normalize to Range] to calculate the intensity. Find out what its max length is and you can use [Normalize to Range] again to determine how much of 100% of the intensity to use, if that makes sense. Add a [Curve] object and you can change its exponential intensity.
Use [Nearly Equal (float)] to see if the [Hypotenuse] is close to 0 in order to avoid oversensitive jerking.
Now that you have an angle from the analog stick, use one of the aforementioned methods above to get the camera’s actual rotation. Then, use [Delta (Rotator)] to account for the offset your camera is currently facing. From there, [Set Actor Rotation] should be applied to the actor you are rotating. Notice that this didn’t have to take into account its current rotation.
I hope this helps; let me know if this works out to your satisfaction.