6Dof Control on a First Person Camera Using Unreal's Base Assets

Hey guys and girls. I’m a beginner in UE4, having only started using it 2 weeks ago, but I have some experience using C++, so I was wondering how much fiddling with the standard First Person Movement Component it would take in order to have it support 6DoF movement in a 0 gravity environment, sort of like what ADR1FT does. I’m asking because I have been trying to do this myself for a while, but I dont wanna reinvent the wheel, so if anybody already has a good solution for this I would be happy to know

Thanks in advance

I’ve actually solved this, if anyone is ever interested. I just ended up having my mouse input resulting in adding local rotations directly to the capsule component,which parents the camera and the FP_Mesh, using my own custom Player Controller, effectively dealing with gimbal lock and getting some pretty decent control over the movement.