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FPS camera rotation problem (rotates around player)

I'm having a problem with the rotation of my fps camera. It seems like it is rotating around the center, not in the center itself. It causes me problems like seeing through walls and wierd head movements.

Here is how it looks: https://streamable.com/2u7go

Here is how I wanted(something like that): https://streamable.com/t680n

Problems it causes: https://streamable.com/u3xrq

Which camera configurations should I mess with to fix this?

Product Version: UE 4.20
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asked Sep 09 '18 at 09:43 PM in Blueprint Scripting

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Klausbdl
13 1 3

avatar image Danny88881 Sep 09 '18 at 09:52 PM

Can you add a photo of the blueprint's component tree?

avatar image Klausbdl Sep 09 '18 at 10:05 PM

That's how I left when recording the videos above.

alt text

The spring arm length is set to 0, as the x and y position.

screenshot-1.jpg (14.8 kB)
avatar image Danny88881 Sep 09 '18 at 10:11 PM

Are you using "Use Pawn Control Rotation" to rotate the Camera and Mesh?

avatar image Klausbdl Sep 09 '18 at 10:16 PM

I deactivated it on the Camera and activated it on the SpringArm.

avatar image Danny88881 Sep 09 '18 at 10:28 PM

I can't seem to find think of anything that could be wrong, but I can't replicate the clipping it either.

Maybe you could include the Character's uasset so that I can try and find out what is wrong?

avatar image Klausbdl Sep 09 '18 at 10:39 PM

Here it is my dude: https://ufile.io/4xnrd Maybe I should've used the first person template instead of the third person... Later I'll create a new project to see if the bug is there too.

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Although I wasn't able to replicate the head clipping bug, inside of your character you have these three options checked

alt text

I assume it is to rotate the arms along with the camera, but it is also rotating the capsule collision and all of its children (including the camera).

Unticking these boxes should solve your issue. As for the arms, I would recommend either childing them to the camera or spring-arm through C++, or in blueprint, just ignore the inherited one and add a different Skeletal Mesh (also childing them to the camera or spring-arm).

pawn.png (9.2 kB)
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answered Sep 09 '18 at 11:17 PM

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Danny88881
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avatar image Klausbdl Sep 09 '18 at 11:39 PM

It worked! Thanks man. The problem was that the capsule was rotating with the camera. So uncheked the pitch and roll and I put a new skeletal mesh in the camera manually. It worked.

alt text

screenshot-1.jpg (13.8 kB)
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