I’m making a zeroG environnement that’s is mostly physics based
for reference I use a modified version of the default first person BP in unreal
And for some reason when I put the combined rotators roll value into the set control rotation then I don’t have this problem.
For additionnal context, I combine rotators from the controller rotation and the mouse input. It seems that the issue is that when I look up to 90 degrees in the pitch direction the yaw tries to compensate for it and spins out of control which I have no idea how to fix. My zeroG character can roll and basically should have a full 360 degrees look. I want the roll to be controlled by Q and E (which it already does) and the pitch and yaw by mouse kind of like the dead space remake zeroG sections. (so my movement is a mix between outerwilds and the dead space remake)