Hello everyone,
It seems I have found a strange issue that I have a hard time understanding. When using the C++ FPS template (this happens in my own project but I used the template to rule out own mistakes) the mouse input in both vertical (pitch) and horizontal (yaw) directions is scaled depending on the movement direction. For yaw (left/right turning), the LEFT direction is faster than the RIGHT direction. For pitch (looking up/down) the UP direction is faster then the DOWN direction.
It is easily noticeable when standing still in front of a box so that the edges are visible in the viewport. Now put your mouse on the left edge of your mousepad (maybe use your other hand as a stopper, i.e. arranging the starting point). Then slowly and steadily move the mouse to the right until the crosshair hits the edge of the box. Then move the mouse in the opposite direction until the physical mouse hits the edge of the mousepad again. You will notice that your crosshair has moved beyond the starting point, i.e. farther to the left! It can be repeated arbitrarily which eventually will cause the character to do a 360 degrees rotation just by moving the mouse left and right a few times.
The same happens with pitch movement, where you end up looking farther up than before.
How can this be explained and disabled? Is this a configuration issue?