Player Camera Ignore Base Rotation
As the title suggests, what I'm trying to do is have the player character obey base rotation, but not the camera and the characterMovement.
My reason for this, is having the camera follow the player on rotating platforms is disorientating and make it difficult for the player to time jumps because the camera is constantly rotating. However, having the player ignore base rotation altogether looks ugly, the player just floats on rotating platforms, and that just looks broken.
In an ideal world, the player and camera would ignore base rotation, but the player MODEL would not, so it would appear to rotate along with the base.
Just as a note, THIS does not work:
The reason being that the player can no longer rotate the camera themselves using 'add controller yaw input'.
asked Feb 11 '19 at 12:44 AM in Blueprint Scripting
This is using the same CameraComponent inside your Character.
Should work fine. You only have to re-implement keyboard gamepad camera rotation but you can follow what you did on MouseInput.
answered Feb 11 '19 at 02:19 AM
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