# \[Essential\] How do I keep Player Controller Able to Rotate View Via Mouse Without Pawn

**URL:** <https://forums.unrealengine.com/t/essential-how-do-i-keep-player-controller-able-to-rotate-view-via-mouse-without-pawn/278759>\
**Category:** C++\
**Tags:** unreal-engine, bug-report, CPP, question\
**Created:** [March 28, 2014, 2:53am UTC](https://forums.unrealengine.com/t/essential-how-do-i-keep-player-controller-able-to-rotate-view-via-mouse-without-pawn/278759 "2014-03-28T02:53:35Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [March 28, 2014, 2:53am UTC](https://forums.unrealengine.com/t/essential-how-do-i-keep-player-controller-able-to-rotate-view-via-mouse-without-pawn/278759/1 "2014-03-28T02:53:35Z")

</div>

Dear Friends at Epic,

#Context

For my in-game editor there are times when I unpossess the pc from any characters, and would roam around using WASD + the mouse movements to aim the camera.

In the beta this worked perfectly

#Issue

Now, I can still use WASD to move the pc camera because I set that up myself

but the mouse movements to rotate the pc no longer work, the pc is frozen and does not accept input.

I"ve been looking through **playercontroller.cpp, controller.cpp, and playercameramanager.cpp**

but I cant figure out how to unfreeze the player controller’s mouse movements when there is no pawn!

Please help!

#My Code So Far

I’ve been running this in PlayerTick in desparate attempt to get this working again (its the core of my entire In-game editor)

#VictoryGamePlayerController PlayerTick

```
// ~~~STAY ACTIVE~~~
ChangeState(NAME_Playing);
ClientGotoState(NAME_Playing);
SetIgnoreLookInput(false);
UpdateRotation(DeltaTime);

```

#Video Reference

You can see what I am talking about, about depossessing the pawn and roaming free with the PC, here

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#Current Status / Summary

The PC only responds to mouse movements and rotates the view when it has a pawn, I need to alter this behavior

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<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [March 28, 2014, 3:21am UTC](https://forums.unrealengine.com/t/essential-how-do-i-keep-player-controller-able-to-rotate-view-via-mouse-without-pawn/278759/2 "2014-03-28T03:21:37Z")

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#Update

I’ve gone as far as to set RotationInput directly, from the MouseDelta.

I know that the mouse delta is still active because I am printing it to screen

**but still, the pc rotation does not move at all without a pawn**

```
void AVictoryGamePlayerController::UpdateMouseCursor()
{	
	//Mouse Movement Delta
	GetInputMouseDelta(MouseDeltaX, MouseDeltaY);

   //SETTING ROTATION INPUT DIRECTLY
	RotationInput.Pitch += MouseDeltaY;
	RotationInput.Yaw += MouseDeltaX;
	
	//mouse delta is indeed changing
	FString s = "dx= ";
	s += FString::SanitizeFloat(MouseDeltaX);
	s += " dy= ";
	s += FString::SanitizeFloat(MouseDeltaY);
	if(JoyHUD) JoyHUD->Optimize(s);
	
}
```
