MouseTurn works just fine. But when I look up/down, my character is rotated forward/backward. I know why this is happening. Because the target for controller pitch input is the pawn itself and not the camera.
Is there anyway I can reference the camera from the character blueprint? or is there a better way to handle the mouse look up/down?
Under the character movement component details make sure rotate character to something cant remember off top of my head. But that needs to be unchecked to get you a free look style camera. And are you using a spring arm attached to your camera?
Yes!Yes!Yes! I fixed this. So here is the solution for anyone pulling their hair out.
In the character blueprint, in the components panel, select the top most class. This should have (self) at the end. Uncheck the following options → Use Controller Rotation Pitch and Use Controller Rotation Yaw.
Select Spring Arm component and Check → Use Pawn Control Rotation.
Select Camera and Uncheck → Use Pawn Control Rotation (Not sure if this is required but do this anyway cos this is my setting and it totally works!).
Select Character Movement Component and** Check **Orient Rotation to Movement.
Thanks man, this has been an eternal problem for me everytime I try to script the character movements from within the character BP. When I try to use “Add Controller Pitch” which doesn’t work!
Obviously, until now after reading your suggestion. I am not sure why it is only ticked for the Yaw, but not the pitch!
Thanks alot again