Having a problem with rotations (again)

If you want to swap the Line of Sight to use the Camera’s Forward/Position, etc. You can add something like the following to your Submarine actor class:



void ASubmarine::GetCameraView(FVector& outLocation, FRotator& outRotation)
{
	if (APlayerController* playerController = Cast<APlayerController>(Controller))
	{
		if (playerController->PlayerCameraManager)
		{
			playerController->PlayerCameraManager->GetCameraViewPoint(outLocation, outRotation);
		}
	}
}

A few notes on that: It only grabs the currently ACTIVE camera’s location and rotation, if your camera is actually a Camera Actor in the world, you could just grab that actor’s location/rotation instead of querying the PlayerCameraManager. Check out this link.