Help with Allowing the Player to Move Toward the Camera

I’ve got a simple game set up, easily based off of the 3rd person starter. I have rotation and such set up just as usual, but I want something slightly different from what I have now; currently the player and the camera BACK UP in the view as my player character walks backward. Instead, what I want is when I push my backward key (S/Down/etc.), I want my player to rotate about 180 degrees to face the camera (so then, the camera view would show his face). After that, continued walking with the backward key would keep the player moving toward the camera.

Here is what I have so far; fairly standard. I just can’t figure out the right adjustments to get what I want.

Also, this isn’t necessary, but if someone also knows how to fix the camera temporarily when I look back at it so that it repositions itself to look at the player character’s back again when they pass under it, that would also be a nice touch.

Got a little excited and jumped into it hoping it was my solution, there, ha. Regardless, it does help me to realize how to do something else I’ve been wanting to achieve.

For the moment, however, I am looking for a way to move toward the camera, which faces my back, normally. Basically, what’s happening right now is when I press the (S) key, my character attempts to walk backward, rather than moving forwards toward the camera.

If you go into the Third Person sample, that character can do it perfectly. But for some reason, mine can’t, even though it seems I have the same setup.

Are you looking for this? <3

Round 2 ^^. Did you check in these in your character movement component? <3

https://docs.unrealengine.com/latest/images/Gameplay/HowTo/CharacterMovement/Blueprints/Setup_1/Characters_6.jpg

Unfortunately, that didn’t change anything. However, I think what may be involved is how my blendspace is set up. I’m not using 1D. I’ve tried using a 1-directional blendspace before and still couldn’t face the camera, but by setting that up again with the tutorial you posted, I should be able to figure something out.

I’ll mess around with it a bit more and see what I can get running; if it ends up working, I’ll post that affirmation.

All right, so in the end, it wasn’t my blendspace causing the problem (although I still recommend a 1D blendspace for anyone trying to use this sort of camera setup; I changed it in my game, anyway), but rather in my Class Defaults for my character I’d checked “Use Controller Rotation Yaw.” This means that the player cannot turn around to face the camera. There were also a couple of other contributing factors, but that was the main issue.

Thank you for posting the link to the tutorial, Ninjin, it definitely helps me to set up what I’m going for; if anyone’s looking for a camera setup like the one from a game such as Ocarina of Time, it’s a good tutorial to follow.