Default Character Class' Camera Component

Hello everyone, i’m a beginner in unreal engine and still trying to understand the basics. I always try to do “something” to learn about a software. Now I am trying to implement a character system with basic controls. Let me tell you what I would like to do, and why I am stuck, I am not expecting someone to guide me fully with my aim, and I do not want to because I’d like to have struggle on my own, but now I had enough struggle about a camera issue and like to ask you guys.

I want to have a first person player, with a mesh. User will be able to look around freely, turn the camera and while doing this, player’s capsule component or it’s mesh will not rotate according to the camera, they will stand still. After the user has turned the camera to right or left by 80-85 degrees, the player’s components and it’s mesh will rotate with the camera. Think it like the real world, where you don’t need to turn your body to look around in almost 90 degrees of angle, but after that angle, in case you’d break your neck you would rotate your body too :D.

I created a blueprint, from character class. I copied the mouse and keyboard input blueprints from the default character blueprint, when I start the game, game starts with a camera, and also the body or the meshes that I put inside my player also rotates with the camera. But the problem is, I couldn’t even find where the camera is. So my first question, how can I reach the camera component when I created a blueprint from character class, and how can I prevent it from rotating the body along with it.

Thanks in advance, and sorry for being such a noob in understanding things. But jumping UE4 right after Unity really got me confused about these player, controller, pawn, camera stuff. So I need some information :).