Best practice for allowing the player to "sit and look around" in a first-person game?

Hi everyone,

I’m working on a first-person single-player game in Unreal Engine (Blueprints only), and I want to implement a mechanic where the player can “sit down” at certain points use by blending to another camera, like on a chair or at a console and freely look around with the mouse.

There are a few things I’m wondering about:

  • Should I switch to a different camera using Set View Target, or is it better to just activate a second CameraComponent inside the player character?
  • How can I keep mouse-look active while sitting, but prevent the player from moving or rotating the actual character?
  • Is it recommended to use a separate Pawn for the sitting state, or keep everything inside the existing Character/Pawn?
  • What’s the best way to disable movement input, but still allow camera rotation?
  • Should I switch Mapping Contexts (Enhanced Input) or just block specific inputs?

I’d love to hear how others have approached this. I want something that feels clean and modular but doesn’t require overcomplicating the input system.

Thanks a lot!