So I’m working on a third person project and I set the listener on the character’s head. The problem with this is that because of the way I did it (attaching it to the head bone), whenever I rotate the character, the listener’s rotation is overwritten by the character rotation.
Is there a way to lock down or bypass the character’s rotation so it gets only the location so the BP works as intended? I’ll add the screenshot of the BP I made, the project in which I’m making these tests is just a default Third Person project, also I’m using FMOD to monitor the output and see how is it working.
I have a workaround for this which was to add a scene component attached to the mesh and moved it the the head’s height. If there’s another way I can do this or if I can make it work locking down or bypassing the character’s rotation so only the position is used and the rotation come from the camera, will help me a lot.