Action RPG Inventory System

Im not entirely sure but I think the problem is from the camera attatch script since the camera is now attached at the wrong position near the feet:

{
Camera = ObjectInitializer.CreateDefaultSubobject<UCameraComponent>(this, TEXT(“Camera”));
Camera->AttachParent = GetMesh();
Camera->AttachSocketName = FName(TEXT(“camera_socket”));
Camera->bUsePawnControlRotation = false;
FPostProcessSettings & PPS = Camera->PostProcessSettings;
PPS.bOverride_FilmSaturation = true;
PPS.bOverride_SceneFringeIntensity = true;
PPS.bOverride_VignetteIntensity = true;
//PPS.bOverride_MotionBlurAmount = true;
//PPS.MotionBlurAmount = 0.f;

CameraBoom = ObjectInitializer.CreateDefaultSubobject&lt;USpringArmComponent&gt;(this, TEXT("CameraBoom"));
CameraBoom-&gt;AttachParent = GetCapsuleComponent();
//CameraBoom-&gt;AttachSocketName = FName(TEXT("root"));
//CameraBoom-&gt;bUsePawnControlRotation = true;
CameraBoom-&gt;TargetArmLength = 100.f;
CameraBoom-&gt;SocketOffset = FVector(0.f, 30.f, 80.f);

CameraTP = ObjectInitializer.CreateDefaultSubobject&lt;UCameraComponent&gt;(this, TEXT("CameraTP"));
CameraTP-&gt;AttachParent = CameraBoom;
CameraTP-&gt;bUsePawnControlRotation = false;