Arms not following camera

Hi, I am making a first-person slasher. I want the mannequin’s arms to follow the camera when I look around because when I look down or up the arms and sword will stay still and not follow the camera. Can someone please help me find a solution.

Open your character blueprint, navigate to the Components window (which should be on the top left by default), grab your skeletal mesh component and drag it onto the camera component to make it a child. Once you do this, you should see an arrow icon next to the camera component and you should be able to hide / show the skeletal mesh component by collapsing / expanding it.

Hope this helps! :innocent:

I’ve already tried this but it doesn’t work as during animations I can still look up and down without the hand following where my camera goes. I’m not sure if it makes a difference but I am testing swing animations and using anim monatages to check how it looks and that is what I am looking at.

Hey @MajicMuji, I just became available to test it for myself! I created a new project using the first person template (though it could as well be blank, I just used it for the animations) and all I did was creating a new game mode, a new character blueprint, and adding a camera component to the character, along with it’s child which is a skeletal mesh component. And after setting up a simple rotation logic by assigning the mouse X & Y axis values to the Add Controller Yaw Input & Add Controller Pitch Input nodes’s input values respectively, I was able to reach this result:

As you can see, the arms continue to rotate with the camera while the animations are playing.


Just to make sure that we’re on the same page, your Components window on the top left should look like this:

And I triggered the animations like this:

If your implementation also seems to be the same, you can try creating another character blueprint from scratch while following my descriptions accordingly. Sometimes it can be quite challenging to spot the differences, but hopefully you’ll reach the same result with mine this way :blush:

When arms aren’t following the camera in a 3D environment or virtual reality, it’s often due to incorrect rigging or misaligned camera settings. The issue may arise from improper synchronization between the camera movement and the arm’s IK (inverse kinematics) system. Checking the bone structure, ensuring the arms are parented correctly to the camera, and adjusting the rotation constraints can usually fix the problem. Calibration and software updates might also help improve tracking.