Control Rotation not playing nice with Set Gravity Direction Question

Hello,

I am trying to make a game where the player is on a moving ship and the ship can rotate in all directions, keeping gravity for the player on the floor. I found the Set Gravity Direction node on the character movement component helpful as I feed the ships up vector and the player does generally stick to the floors surface as I apply various rotations on the ship. However the control rotation is causing majors issues at least I believe it’s the control rotation. As the ship has pitchs and rolls I find the controller starts freaking out and the players p/y/r doesn’t seem to account for the new gravity and so the whole system breaks down. The camera freaks out, the player shakes around. But the bones of what I want are there.

I found that orient to movement generally solves this but now I can’t control my fps char the way I want.

From what I can tell the only solution is using C++ to make a change to the controller class that makes the update control rotation work with ever changing gravity directions.

Can smarter minds tell me if I’m on the right track or not? I have download VS but suddenly found 200+ errors and I think I’ve messed up my install somewhere. I’d just like to know if I should keep pressing on with VS and C++ before I continue.