So, I’m using PlayerInputComponent->BindAxis(“LookUp”, this, &APawn::AddControllerPitchInput); bind to my mouse Y axis to look up and down in a 3rd person camera attached to a USpringArmComponent on a ACharacter object. For some reason this automatically limits my pitch so i cant go around the character, which is fine, but i’d like to understand when that actually happends because i want to adjust this limit. Could somebody explain please?
AMyCharacter::AMyCharacter()
{
PrimaryActorTick.bCanEverTick = true;
m_cameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
m_cameraBoom->SetupAttachment(GetRootComponent());
m_cameraBoom->TargetArmLength = 600.f;
m_followCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
m_followCamera->SetupAttachment(m_cameraBoom, USpringArmComponent::SocketName);
AutoPossessPlayer = EAutoReceiveInput::Player0;
}
// Called to bind functionality to input
void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
}