Using the built in FPS blueprints. I have a vehicle I enter, a submarine. Once possessed I’m using the built in Enhanced Input Action IA_Look and using Add Controller Yaw/Pitch Input Nodes so I can freely look around while seated in the submarine.
I then want to rotate this, I didn’t know the best method but I tried an Add Rotating Movement Component. This rotates my vehicle but my camera view doesn’t rotate with the rest of it. I should be able to freely look around but when I rotate the whole vehicle my view shifts with the rotation. New to blueprints and Unreal so apologies
If I’m understanding this correctly, you don’t need to add Rotating Movement Component at all. IA_Look → Add Controller Yaw/Pitch input is enough. To make the submarine rotate with the camera, in it’s blueprint, click Default Settings on the top, then under the Pawn category, there should be an option called Use Controller Rotation Yaw and Use Controller Rotation Pitch, enable that.
I appreciate the response! This change makes the vehicle rotate with my looking direction, but I’m looking for the opposite. I struggled to explain myself properly I apologize.
I want to be able to look around the cockpit of my vehicle without changing rotation of the vehicle itself which it currently does, but then when I hit a button to rotate the blueprint my perspective should move with my vehicle rotation.
Again I do appreciate the help very much, but this still makes my vehicle move wherever the player looks which isn’t what I’m looking for.
The player view should follow vehicle rotation, not the other way around. If I’m sitting in a spaceship looking forward, when I rotate the spaceship I’m still looking forward but my view is rotating with the ship. But I can also turn my head to the left or right at any time.
How I had it originally when I rotate my vehicle, it looks like the player is just looking to the left because their global viewport rotation isn’t changing while the vehicle’s rotation is.
Updating the post with a video of what I’m trying to do. I sit in the chair to possess it and I can move forward and backwards. But when I hit A and D I want the chair to rotate and the player’s view should rotate with the chair. However the rotating of the pawn and FPS view rotation are separate.
I’ve tried that but I can’t seem to get the exact right value to add to yaw input. It kind of works but ends up not being smooth and is either a tiny bit too fast or a tiny bit too slow.
I guess what I’m asking at this point is how do I sync up the adding yaw input with the speed of rotation?