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How can I, when player is moving, make mouse movement turn player + camera, but otherwise, only turn the camera?

EDIT: Rephrasing all of this because, as much as I appreciate the help, neither of the below solutions worked and the original post was poorly worded.. Original post below horizontal divider.

What I'm trying to do is set up a script that essentially says: If the player is moving, make the moving of the mouse dictate the direction of the camera AND direction of the player, but if the player is NOT moving, make the moving of the mouse dictate ONLY the direction of the camera, and not turn the player. Here's the settings on the character element, the spring arm and the camera.

alt text alt text alt text

I really don't have any clue how to execute this properly, so some pointers would be great!


So, right to the chase: I'm trying to make a third person game, in which the player can use their mouse to look freely 360 degrees around them. I've accomplished this, BUT, the only problem is that the player character is locked at a 0 degree orientation. Here's the blueprint for the freelooking: Removed

And that worked, at least for freelooking. What I can't figure out how to do is to make it so that when the character is moving, he turns and moves in the direction the camera faces. I tried this, but to no avail: Removed

Anyone have any idea how to do what I'm trying to do?


Product Version: UE 4.19
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asked Apr 03 '18 at 11:54 PM in Blueprint Scripting

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nilin_
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Pretty sure this is all you need to look at and make sure this is checked. There is also a similar setting in the controller. Check the boxes for one of them to make sure they use the other's rotation so they are synchronized. Or the second image is prob what you need since you want the functionality split between movement types. alt text alt text

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answered Apr 04 '18 at 03:26 AM

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Nebula Games Inc
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avatar image Nebula Games Inc Apr 04 '18 at 03:37 AM

You would need to get control rotation (of controller) and break its rot and add the yaw input axis pin to it then re-make the rot and feed that into the set actor rotation, which would execute off your "true" branch during player movement.

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