FirstPersonCharacter BP for some reason always snapping to camera - PLEASE HELP!

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

Your ‘BP_Player’ appears to be slipping between walking backwards-left (-180) and walking backwards-right (+180), as though there is a poor blending within its locomotion’s blend space, assuming that’s what you’re using.

Either way, the major difference between the mesh behavior of the BP_ThirdPerson… and ‘BP_Player’ is likely that they’re using two different Animation Blueprints. Confirm that they have the same one:

Unfortunately this doesn’t seem to be an issue with the animbp, or even the skele mesh, but rather with the actual rotation of the actor.

The animbp’s match on each skele mesh.

Upon multiple methodsss of debugging, like attaching a cube or printing the rotation, its clear the actual rotation of the actor/capsule is being reset.

Nothing is connected to event tick btw.

Disable the “Use Controller Rotation Yaw”