I’m creating a game with stepped animation movement, and I want to create a camera system that can complement it.
I don’t want the camera to update and to rotate with every small movement of the mousethe.
the behavior I was expecting from this blueprint is to take the output of the input action and keep accumulating it until a certain threshold , then when it exceed a threshold (which is the camera step size variable) I will add that to the controller yaw input.
for example assuming that the threshold is 5°. if the player moves the camera and it’s register 1° 2° 3° 4°, nothing will happen, but as soon as the player reaches the 5°the camera will snap to 5°, (i will add 5 to the yaw )
Currently, even with minimal Mouse movement, the camera is moving smoothly
When I fix this, I will apply it to the pitch as well