Head bone rotating with cam with pressing "ALT"

As in the title, I have think this about 2 days now but dont get it :smiley:

So, i have attached the camera (which is in 3rd person) to head bone and it moves fine with it.
I want “lookaround” system like in Rust or PUBG, so how can i tell to ue4 that it must release my character head bone (oh and rotation have to be natural (45R, 45L =180 degrees or how much your head turn?)?

TL;DR: Looking info for cam system like in PUBG or RUST.

Hey there i would say you could do that in the animation blueprint using the Transform Modify bone, you pick rotation only and component space and add to existing option. Then you just plug a variable into it, when you move the mouse in head rotation mode you just add onto that variable in the yaw.

Can you explain more in detail? I dont get it.

Thanks!

You need to connect the transform modify bone with the other ones, make sure the rotation is set to component space. The Head Rotation variable will have the value of a rotator also inside the character that when you move the mouse left or right, you add/subtract the yaw using the Axis value.

Thanks for reply! I’m feeling stupid and I don’t get what you mean. I connected that bone to the chain and made it to component space.

The Head Rotation variable will have the value of a rotator also inside the character that when you move the mouse left or right, you add/subtract the yaw using the Axis value.

If you could explain this (with bp’s) like I were 6 years old, that would be great! :slight_smile:

Check this and this to see if it helps.