Changing the camera to my first person character, without affecting movement input

Let me start by describing my goal i would like to achieve:

I am trying to make an event where my player approaches an object, the player slowly starts getting lured to the object, and the camera angle starts to swing to a front facing position towards the object and eventually the player dies once they get lured too close to the object.

I have tried using the Set view target with blend node, but i noticed it affects add movement input node as well sometimes causing the player to never reach the kill box or sometimes stopping the player short entirely way before when they are supposed to stop. The camera will start moving forward and you will hear the foot steps but once it starts panning to reach to desired angle, the foot steps stop and when i pan the camera more you can see the shadow of my FPC standing still.

How can i achieve my desired affect without affecting my add movement input node which is controlling my character getting lured towards the object i am looking at?

Now I’m not really sure what your setup is but if it is anything like the Third Person Example project, that means that:

  • Your input is rotating the controller;
  • Your movement is taking the controller rotation;
  • Your camera is using your controller rotation;

The way to decouple them is to leave the controller commanding the character but make the camera independent. Go to your CameraBoom and uncheck Use Pawn Control Rotation. Voala!

Now you can move independently from the camera. The problem now is that you no longer command the camera in any way so you’ll have to figure out how you want to rotate it.