Hello, i’m working on a Blueprint project in UE 5.7 where a FPS character can sit inside a vehicle (train cockpit).
When the vehicle is moving, its rotation doesn’t follow the character’s view. This means the first-person view remains fixed while the cockpit rotates.
In my search for a solution, I came across this resolved thread:
The video that is presented is exactly the same problem I have, but I have not been able to apply the solution to my project due to lack of knowledge and also probably because our project structures are different.
Specifically, my project is structured like this:
When the player presses the E key near the seat (BP_TrainSeat), they sit down and can no longer move in space, but they can still move the camera.
BP_TrainCockpit
└─ BP_TrainSeat
BP_PlayerCharacter
└─ Character (Mesh)
└─ CameraBoom (SceneComponent)
└─ FPSCamer (Camera)
Problem
When the player is seated inside the train:
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The BP_TrainCockpit rotates correctly (the train turns as expected)
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However, the player’s FPS camera remains fixed in world space
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This creates a very uncomfortable effect where the world rotates around the camera
Currently:
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Mouse look input works correctly
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But the camera does not inherit the vehicle’s rotation
What is the recommended Blueprint approach to:
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Properly combine a vehicle’s rotation
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With an FPS character’s camera look input
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Without breaking player control?