My player stops moving when looking down - NEED HELP!

Hi, every time my player looks down while walking he’ll stop moving. but if i look forward again he’ll start moving again. Same goes for when i look up. I’m using first person blueprint and i’m running 4.3 Please helpp

Are you use “Get Forward Vector” to get player’s forward then move?

I think it is because when you look up or down, you rotate the “Whole Player” instead of just camera. So your “Forward Vector” will be up when you are looking up, so player will not move ( player can’t move up if there is a gravity).

Could you provide your blueprint which control player movement ?

Here you go.

Like I said, you turn your whole player. Only Yaw should be rotated

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How do i get the “Get Control Rotation” function with return value pitch, yaw, and roll values? all i have is regular return value one

This function called “Spilt”, only available in 4.3. ( just right click on “Return Value”)
If you use less than 4.3, use “Break Rot” then “Make Rot”

Thank you so much, it worked. Also do u know how to create zombie ai?

Sorry about my less knowledge, I haven’t tried any AI yet, it is some kind of challenge

Okay, well thanks anyways. u helped alot.

Hey gotgrassct,

It’s probably best if you open a new question for your zombie AI, as it is an entirely separate issue. Thanks!

Thanks for your reply, it helped me to figure out how to make my character move properly

Just a HEADS UP for anyone that ends up here again. I moved my player movement controls into my player controller and then this happened to me (looking down and running played my character running animation but I was not moving). So if you want your player movement controls to work regardless of the way your PlayerController is facing (i.e the viewport in this case) and instead based off of the actual characters skeletal mesh, you likely want the movement controls in the PlayerCharacter BP.

I guess you could get a reference to the playercharacters orientation in the playercontroller blueprint as well to fix this. I just moved my walk and run and strafe controls into my playercharacter blueprint again and this fixed it for now.