Camera Head Bobbing Only Rotates Right Once—Need Help Implementing Continuous Bobbing Effect in UE5 Blueprints

Hello everyone,

I’m working on implementing a camera head bobbing effect in Unreal Engine 5 using Blueprints, aiming for a natural walking motion similar to what you see in games like 《P.T.》 I’ve followed several tutorials and guides, and I’ve set up my Blueprint as detailed below. However, I’m encountering an issue where the camera only rotates to the right once when the character starts moving, and then it doesn’t continue to bob or sway as expected.

Issue Summary:

• When the character starts moving, the camera rotates to the right once.

• There is no continuous head bobbing or swaying motion afterward.

Variable Definitions:

•BobTime (Float, initial value 0.0): Drives the head bobbing over time.
•BobFrequency (Float): Calculated as 2 * PI / FootstepInterval.
•BobAmplitudeRoll (Float, e.g., 1.0): Amplitude of the camera’s roll rotation for the bobbing effect.
•FootstepInterval (Float, e.g., 0.5 seconds): Time between footsteps.
•OriginalCameraRotation (Rotator): Stores the camera’s initial rotation.
•RotationOffsetRoll (Float): Stores the roll rotation offset for the camera.

Request for Help:

I’m seeking assistance to understand why the camera’s head bobbing effect only occurs once and doesn’t continue as the character moves. Specifically:

• What might be causing the camera to only rotate once instead of continuously bobbing?

• Are there any known issues or common mistakes in setting up a continuous head bobbing effect in Blueprints?

Any guidance or suggestions would be greatly appreciated!

Thank you in advance for your help.

Screenshots of My Blueprint Setup: