Alright bit of an odd one here
I am repurposing a firstpersoncharacter BP from another project into a new one. I’m attempting to make the character third person.
I assumed it would be much easier to keep the existing logic on the firstpersoncharacter and change the camera/boom arm/movement, rather than transferring the logic to a new thirdpersoncharacter bp.
My desired effect is to have the character rotation to not be set by where the camera is facing. The camera can orbit around the player freely. The character orients itself to where it is moving. This is the default behavior on the thirdpersoncharacter.
I’ve adjusted all necessary variables within the character movement, spring arm, camera, and class defaults. I’ve even gone as far as copying all the settings for each component to match EXACTLY what it is on the default thirdpersoncharacter bp.
However, the capsule component remains locked to where the camera is facing. It especially does a weird stutter when walking backwards, as if the capsule component is correctly attempting to turn around, but there is some other system I cannot find that is snapping the capsule to the character’s aim.
Movement and Aim inputs are also identical.
If anyone has any idea as to what could be causing this, let me know! Thanks

