Camera Yaw not unclamping

Hi everyone, I’ve been struggling with this issue for a while and was hoping for some clarification. I have a fairly simple system for sitting that you can see in the attached video. Basically, you interact with the collision box, it disables input, view blends to the sitting camera, and then clamps the camera. Standing up is basically the same thing but blends back to the player camera and unclamps it.

The issue as you can see in the video is that after getting input back, I only have the pitch camera input and no yaw input. Can anyone figure out whats wrong with my blueprint?

this is because 360 and 0 are technically the same thing. The camera manager class has the default “view yaw max” set to 359.998993, so try that instead

This is also why its generally a good idea to store defaults for you to return to. So you can do something like passing a configurable min and max rotator or vector into your clamp function.

And in your player character, controller, or custom camera manager, you can get and store those values as a global vector or rotator variable from begin play or construct or something.

You can also get the class defaults like this