Camera Problem After detach Character

when i gett off from mount and not compelete stop.
this problem happend.
when i moving left or right and push getting off Buttom


Looks like a possible issue with the lerp if you are blending. Can you show the logic?

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I used this tutorial https://www.youtube.com/watch?v=nP5xrdgHWdw&t=1454s

When you dismount, do this:
The goal is to set your actor’s roll to 0.
roll

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Unfortunately, it does not work

Oops I just saw the blueprint graph you sent. When you dismount and reset the camera on Lia, make sure the roll is being set as 0 there. Maybe split the input rotation and just pass in the yaw and pitch but leave roll (x) as 0.

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not Work if This is what you mean :cold_sweat:

Is the follow camera the camera on your “horse” or your playable character? You want to set the roll to 0 for whatever camera is on your main character.

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yes Was Follow Camera from main Character .
If i Compelete Stop and then Push dismount key Camera its Ok.

When resetting the camera, you can try setting the world rotation after the component move to function is completed. If it doesn’t work, is use pawn control rotation enabled or disabled? And is use control rotation pitch yaw roll enabled? Depending, you may have to set the control rotation roll to 0.

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its work . how can smooth this ?

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Ok good, at least we found the issue. I believe the camera is using pawn control rotation. So you would need to set the control rotation’s roll to 0 before doing the move component to function.

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I dont undestand Exactly what You mean i have this 3 node here
i Cant Set Control Rotation from Camera in Main character

the set control rotation takes in a controller reference. So you would get the controller of the character and plug it in. I don’t know the settings you are using, but the camera is likely using the player’s rotation, which is why when you are turning and then dismount, the character is rotated to one side and the camera is moving in relation to that.

Edit: I don’t know how you are determining the player’s location and rotation when dismounting. But you should set that data before you call the move component to function. When setting that data, and if the camera is attached and following the pawn’s rotation, the roll needs to be 0 prior to moving the camera’s relative rotation with the move component to function.

I use this node Befor move to component. Camera its better But Character Rotate. because i used capsule component . you can see in video

Screenshot 2023-10-21 112915
Same result when I choose in in detach from actor. Rotation Rule keep relative

If you are setting the capsule’s world rotation, you need to GET world rotation of the capsule and plug it into the capsule’s SET world rotation. If you are setting CONTROL ROTATION, you would do GET CONTROL ROTATION. These are 2 different things. In your example you are setting the capsule with the control rotation. So try setting capsule rotation from the values of Get world rotation of the capsule. If that doesn’t work, then SET control rotation with the values of GET control rotation. Don’t combine the two as they are likely going to be different, based on your settings.

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Ok its for WORK!!!
with This Node before move to
Thanks sir :heart_eyes: :heart_eyes:

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