Okay, but how would I do this? Disable it for a moment? I’m new to all this and been experimenting with combat for the most part before I start university later this year. Do you see any potential errors in my screen shots/video? I’m unsure of how the camera works perfectly fine when firing an event from one blueprint but when using an interface event message from one blueprint to the next will then trigger the camera to bug out.
What bugs out is the rotation/placement of the camera.
The camera is just a viewport definition - it happens to be attached to a spring which is attached to the mesh or the capsule depending on how you changed things.
You are telling the mesh or the actor to rotate, the camera is along for the ride.
At the same time, the default settings are supposed to be forcing the character to rotate based on the camera movement - so they counteract or interact wierdly, causing jitter.
You can think of it as trying to set multiple values concurrently and having a race condition as a result.
Instead of all that, what you need is the camera to focus on its own target independently from the character.
Go though the playlist I shared. Set up whatever you think works best for your use case with the custom camera class you create.
Then your event can detach the camera, tell it to point to the target and pan, and re-attach afterwards. The tutorials/examples do much “worse” than this considering they take over for the player in a top down fashion as well.
He’s trying to rotate the MESH…Capsule component, Not the camera. He needs the camera to not change rotation.
@denberZ1507 I’ll do a vid demo later this evening on how to do the mesh rotation.
Yes, no rotation from the camera. Only rotating my player with capsule component! Thank you for taking the time to do a video for me later!
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If this error can only be fixed by watching this tutorial series then so be it but that’s a lot to watch to fix one small hinderance. I’d love to opt for a simple solution that could be a temporary one as I’m just trying to experiment with things and move on doing other things. All I wanted was to have my character rotate into my enemy so that animations don’t look scuffed if my rotation isn’t perfectly aligned with the enemy.
The other option you have is a turn in place tutorial…
Here you go. Sorry for taking so long. Work had me stretched.
Anyway, Because you are using Orient Rotation to Movement
you have to rotate the capsule manually on the client, then RPC the server to do it. Otherwise the server will correct the rotation on the client with a Movement error.
If Orient Rotation to Movement
is disabled you are using controller desired rotation which then you just simply change the control rotation on the client controller. Player Controller auto RPC’s Control Rotation to the server (Player Controller C++).
Awesome! This worked haha! Thanks so much for your help and sticking with it to help me! Also thank you MostHost_LA for the video recommendation. I will watch them when I get a chance.