The roll input of the camera disturb the yaw input

Didn’t seem strange at all. That’s how it is supposed to work. When you “roll” you are rotating the camera along the “X” axis. Then when you yaw or pitch after a roll it is in relation to the new plane created by the initial roll. So if you imagine tilting you head left or right, that is “roll”. Yaw would be rotating your neck left and right. The yaw is always in relation to the spine. So when your head is straight, yaw moves your head parallel to the ground left and right. But when you “roll” (tilt the head to one shoulder or another) the spine now is sitting in a different plane still parallel to the ground but now when you rotate your neck you will actually be looking up at the ceiling or down at the floor. Instead of the original position you would look to one wall or another.

Hello evryone. I have a problem with the camera of a 1st person game.
Here is the blueprint of the view of character (the camera then) :

When i try to move the camera from left to right or vice versa everything is ok.
But when i activate the roll input… the movments of the camera are changed and become up and down ! I don’t know why.
Here is a little video of 30 seconds to explain what is the problem:

I had the same problem. The solution was to rotate the Root Component of the Actor. In my demo, I was trying to rotate the camera along it’s forward axis (Roll) and still keep the first person mouse controls. In C++ I ditched the PlayerController, just using simpler rotations.