So here’s the deal, I’m trying to make a flying game, and I want to add a little bit of interpolation between the rotation of the spring arm of the camera, and the rotation of the actual Pawn.
However it doesn’t appear to be that simple. In Unreal, the Pawn is an actor, containing the mesh of the pawn, in this case an aircraft, and the spring arm and camera. So if the Pawn rotates, so does all of it’s components, I know this is default and it’s fine for most things.
But in this case, I cannot interpolate the spring arm’s rotation to the pawn, because when the pawn rotates, so does the spring arm, together.
My first thought was to separate the camera into another actor, and then control it as a separate actor, this is more complicated though, because now I have to compensate for the spring arm, since the camera actor has the camera component as it’s root, not a spring arm. So if I were to set the camera to the pawn’s location it would be inside the mesh. Not good.
Is there a simpler way? How best should I approach this?