This is busy driving me insane.
The camera in the component view does to correspond with the viewport / world.
Making camera adjustment tricky and over burdens development time.
X axis forward in the component view and the world… except its not.
Shouldn’t the camera in the component view to correspond with what you see in the viewport.
Reasons it makes life hard
If you want to adjust the camera in the world on the X axis you need to modify the Y Axis in the component view
Forward is sideways and sideways is forward
Axis values can no longer be used in any form and everything is left to change something and see what happens. I want to move it 50 units on the Y axis… don’t modify the Y axis.
The only way i can get it to correspond with one another is to turn on Inherit yaw, pitch and rotation. Which i don’t want to do because i don’t want my camera moving around when i rotate my player.
Would you mind creating a new AnswerHub post for this issue and providing me with the link to the post here in your response to the thread?
This way I can help you troubleshoot your issue as well as others who might be experiencing a similar problem. I will say the first question I am going to ask is if this behavior is reproducible in an empty project?
I can run some tests on my end like creating a new Third Person Blueprint template project and checking the camera settings. I would also suggest taking a look at the template project as well. You might have something parented incorrectly, or you could be overlooking a checkbox somewhere.