Hey there,
i try to rotate the camera on my spring arm around the character without changing the characters ForwardVector. What I want is to manage the rotation of the camera with the Mouse inputs. Character rotation and location get managed through a Spline. The ForwardVector is important to be in character orientation to calculate the movement. The character rotation Should not effect the rotation of the camera if character rotate.
Found out if I uncheck the Inherit Pitch/Yaw/Roll in SpringArm the Camera didn’t rotate with the character, but my inputs apply to the rotation of the character and not to the camera.
If i use something like USpringArmComponent->AddWorldRotation can’t rotate endless and is adds an roll without changing the value. Endless Rotation should be possible to implement but why inventing the wheel again.
Played a little bit with the UGameplayStatics::GetPlayerCameraManager but also no success.
I looked at the engine code how there implemented the camera rotation but anyone who looked there should know that it’s not that easy to read with such poor documentation.
I wanna do all this with c++. Also, I’m new to the unreal engine, actually any engine, but I have some experience in coding.
Anyone done something like this?
Tipps where to look?
Please, need help. Thanks for every tip.
Edit: Found the freshly released official Course.(Camera Framework Essentials for Games | Course) I gonna check this out.