Final Camera - Camera System

I desire to decouple the First Person Camera on-demand from the Body for independent control of camera rotation and body direction of movement. In my game, a feature is to allow the Player set a Location Target (by various means) in the World, in which the Character’s body navigates automatically, allowing the player to rotate xyz the head (camera) freely to look up/down, side-wards, behind themselves and control their Arm/Weapons independently while in motion. This ‘FreeCam FP’ control scheme is also to prep for VR support.

The Player can switch between the standard Mouselook FP, Full-bodied FP, and FreeCam FP anytime during game play. In fact, my goal is to offer a wide range of control and First Person ‘vantage points’ (with third-person perspective benefiting from these features). Thus I’m implementing systems for both manual and automated controls for independent Camera Rotation, Body Arm Animation, Body Directional Movement, and Cursor Movement.

I was expecting the Full-body FP Mode to support this, but, I need a understanding of how its working to bend it to my will. I’ve made a few changes in the input controls to switch between perspectives. What I noticed is some sort of delay movement is needed for the Camera to ‘lock’ with the body in First Person. I believe I’m at fault. FinalCamera handles smooth transitions between each perspective wonderfully, this is the reason I purchased the product and it should be a highlighted feature in the Marketplace, IMO.