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Adding mouselook in tank control project

I am trying to create 3rd person character with tank controls. Mouse controls camera, keyboard controls character. I had a problem with tank controls but got it fixed. But I broke my mouse controls. Here is what I have:

I want mouse to move the view laterally (mouselook yaw) which does not work. Vertical (mouselook pitch) is ok? When I press a or d character and view rotates. A and d have been set up to rotate the character in yaw. Below are screenshots of everything I have. Please tell me what to do to make mouselook work for yaw so that my character doesn't turn with mouse. I don't necessarily need a full blueprint. Just the names of the nodes and the other settings.

https://imgur.com/a/3p9ia

First pic shows my character movement component settings. Second pic shows my mouse controls. It is obviously non-working becaus I don't know how to fix it. On the left you can see my cameraboom settings. Third pic. Shows my tank control setup and on right is the controller settings Fourth pic shows my project input settings

Thank you

Product Version: UE 4.18
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asked Jan 14 '18 at 02:58 PM in Using UE4

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tatulux
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avatar image ColdSteel48 Jan 14 '18 at 05:44 PM

Well... you should use only one of the Rotation orientation properties.

avatar image tatulux Jan 15 '18 at 02:08 AM

Could you elaborate please?

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Here is the node setup: https://i.imgur.com/hhsLsSV.png I had to uncheck use pawn control rotation, inherit pitch+yaw+roll in camera boom settings

Read below post, still having issues.

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answered Jan 15 '18 at 02:46 AM

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tatulux
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avatar image tatulux Jan 15 '18 at 03:01 AM

Actually this does not work. After moving the mouse around a bit the view becomes tilted and gets locked under or above the character at some angles... help?

avatar image tatulux Jan 15 '18 at 03:39 AM

I think I got it to work. I just had to clamp the pitch values. Also for rearwards movement the yaw rotation needs to be inverted (input*-1 basically). To detect when you are going backwards I used this: https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/10866-how-to-tell-if-an-actor-is-moving-backwards-or-forwards

I hope people don't think I'm just spamming and trying to get others to solve my easy issues. I'm still learning my way around ue and sometimes simple problems can take me days to solve even with help. And other times a problem that looks really complicated is actually relatively simple to work out. Like this one.

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