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Rotate player via blueprint dosn't work (I need use Pawn Control Rotation on my camera!)

Hi there again, I ran into a real problem now, I need to rotate my character in certain situations, but it won't work out becaurse I have "Use Pawn Camera Rotation" ticked in the camera settings. Without "Use Pawn Camera Rotation" it would work like in ALL tutorials. But there is not a single information how to do a rotation with "Use Pawn Camera Rotation" ticked!

I need this to be ticked, as my game is in true 1st. person, SORRY :( However I can see a very fast rotation for a split second, but than the char is imidiatly moved back. The camera won't be rotated with it at all. :(

Is there any way to rotate the character and camera via Blueprint?

Please help. I need this badly.

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asked Feb 19 '19 at 05:14 PM in Blueprint Scripting

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here is the thing... perhaps you'd reconsider your approach? with a first person game... is there any specific reason that you have "use pawn control rotation" set to true on the camera? normally, for first person, the camera is attached to the pawn... as the pawn moves the camera moves as a child of the pawn.

or if you are aiming for a true first person, you might consider making the camera a child of the skull bone or put a socket there...

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answered Feb 20 '19 at 01:05 AM

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avatar image KOCGI Feb 20 '19 at 01:57 AM

Thanks, well, the reason has been that I can smoth out the camera movements this way. I'll try your approach tomorrow.

avatar image aNorthStar Feb 20 '19 at 02:09 AM

usually, first person camera is quite smooth right from the beginning... and you could also set movement speed and smooth the mouse inputs to tweak it to your liking

if you do need extra camera smoothing, it can be handled easily and efficiently by a spring arm, even in first person (more normally used in 3rd person, but it depends on the length of the spring arm and its root)

imho "use pawn control rotation" on the camera isn't used very often and for more specialist things

avatar image KOCGI Feb 21 '19 at 11:22 AM

I'm on it now, but it's not 1sp person, it's 3rd person I'm working with. I moved the camera to be at the position of the head. So yeah, without "Use Pawn Camera Rotation" it just won't follow the camera movement as static as I want it to.

So how exactly would I smooth out all the head bone movments? And is there anything I can do to match the head and camera rotation after an animation is played and I give inputs back to the player?

avatar image aNorthStar Feb 22 '19 at 01:11 AM

If your camera is in the approx. position of your character's eyes, then it's first person. In first person it is possible to see the rest of your body, just as with your real-world perspective. Once you are sure whether it is third person or first person... I can for sure help you fix up your setup...


To start with here is how your inputs should roughly be set up (image borrowed for convenience from @BenjaFriend post) alt text

269267-fps-bp.png (158.5 kB)
avatar image KOCGI Feb 22 '19 at 01:51 PM

Sure It's first person, but build in the 3rd person template. My problem with the head bone is that the camera follows the head bone during interaction animations.In some situations I don't want that. But I have to keep inputs dissabled (during interaction for example). Sometimes I need to force camera position. How could I do that in such a setup?

avatar image KOCGI Feb 24 '19 at 01:04 AM

Nevermind, I found a way to rotate the character with "Use Pawn Camera Rotation". I'll keep it that way. Furthermore it's the only way to keep the camera smooth. Otherwise it wonks out with every little movement and there is nothing I can do about it. Honestly I've watched every video on youtube on that subject and from all of them not a single one was able to smooth the camera WITHOUT "Use Pawn Camera Rotation". It's allways smooth with it and everyone is recommending it on youtube in order to make the camera movement smooth. I do not want to edit every freaking animation I got from mixamo.

avatar image aNorthStar Feb 24 '19 at 03:00 AM

Are you using the "Use Pawn Control Rotation" on the Spring Arm or the Camera? There is a big difference :)

The other thing to consider are :

  1. removing the direct connection between the skeleton and the camera, so that the camera won't inherit ALL the animation movements (quite disorientating)

  2. Using a spring arm to add camera rotation lag

Without seeing a video or photos of your setup /BP... Im just guessing

avatar image KOCGI Mar 03 '19 at 01:37 PM

Thanks, I just sent you a PM

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