Ah thanks for that, though I’m personally trying to stick with blueprint atm for everything (I’m not the best programmer lol).
A side note though, my friend and I have been going through with the setup I mentioned earlier, and we hit a bit of a snag. We based the camera off the third person blueprint, and were able to get the fixed thirdperson over the shoulder view, and the Third person view that you guys included (Though we added some basic zoom functions). The problem is with the first person mode.
We were trying to follow the basic approach that we saw in the TrueFirstPerson thread that we found here on the forums. In order to get it setup like theirs, we had to detach it (the camera) from the camera boom then attach it to the socket we made on the TPP mesh/skeleton. Problem is that at first the camera couldn’t rotate at all, so we added 2 set to enable use the controllers yaw/pitch. This fixed the stuck/frozen camera, but it also now rotates the entire mesh when you look around. So say if you look at the ground for example, the player mesh instead of standing upright, is now horizontal and face down looking at the ground.
Note sure what we did wrong, and my friend won’t be around for a few days to help me figure it out, so I’ve come here hoping someone can explain to me where I made a stupid mistake lol. Thanks in advance as usual