Yea so here is what I have.
My movement input, I am using actor instead of control so I can rotate the camera without effecting the players direction of movement, when I activate freelook.
This is how I am enabling my freelook. Basically just turning off controller roation yaw. Then turning on the freelook boolean, which when activated uses my “clamped” input yaw.
And now my clamp. Which is connected to the long string going off screen connected to my Mouse Input branch with freelook condition in the first screen I posted.
V1, This works just not consistently. My numbers are never clamped correctly, always overshot dependent on the mouse movement.
V2, This clamps the numbers, but doesn’t stop the rotation at all. Its like the clamp isn’t even there.
V3, Does the same thing as V1, It was just a different approach…
V4, This was me attempting to translateanswers.unrealengine.com/questions/63524/limiting-pitch-rotation-on-object.html into blueprint. Does not work at all…