PrimaryActorTick.bCanEverTick = true;
CameraBoom = CreateDefaultSubobject(TEXT(“CameraBoom”));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 300.0f;
CameraBoom->bUsePawnControlRotation = true;
FollowCamera = CreateDefaultSubobject(TEXT(“FollowCamera”));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
FollowCamera->bUsePawnControlRotation = false;
bUseControllerRotationPitch=false;
bUseControllerRotationYaw=false;
bUseControllerRotationRoll=false;
GetCharacterMovement()->bOrientRotationToMovement=true;
GetCharacterMovement()->RotationRate=FRotator(0.f,540.f,0.f);
GetCharacterMovement()->JumpZVelocity=600.f;
GetCharacterMovement()->AirControl=0.2f;
All settings are also updated in character BP also “ignore base rotation is uchecked” .USe Controller desired Rotation is checked.
Kindly suggest it seems to be odd this is very simple but is not working in ue5.3