Movement Input Problem

I have two playable character and whenever I swap to the other character the movement direction controls change itself, depending on what way the character is facing. For an example, when game starts the character is facing the top of the screen, so when I press W it moves to the top which is the direction needed. If I swap to the next character and it is facing the bottom of the screen the W button moves the character towards the bottom, not the top. Same as the right and left. I had this problem with the camera too but that was solved by not allowing the Pitch row and yaw to move. However I cannot find out a way to lock the controls to the world axis.

What node are you using to move? I use AddMovementInput in the character/pawn. That takes a world direction so I actually have to add nodes to get it to consider ‘forward’ to be where the character is facing.

That means you can just plug in a world vector there. You’d use (1,0,0) for the Forward/Back movement and (0,1,0) for the Right/Left movement.

Thank you for your help :slight_smile: I am new to blueprint so I have no idea what node I was using but it was the default third person character movement. However I sorted it out but I have no idea if it is the right way to do it but I replaced the GetControlRotation with GetWorldLocation

OK this is such an easy one that I’ll post the code.
In the ThirdPersonCharacter blueprint, you will see code like this.

You want it to look like this.

Once you see it works, you can delete the unused nodes.

Thank you very much! this is the way I had it but I will change it to the way you showed me