Having to negate one of the mouse movement axies when remaking the basic first person unreal project?

Hi!
This isn’t a big thing, but when I make a blank project, and recreate the exact enhanced input/input action/input mapping context + character movement blueprint from the unreal default first person project, I have to multiply one of the mouse movement axies by zero to make it move correctly. I’m just trying to figure out why the default unreal project doesn’t need to do that?

Help appriciated!


Just * -1

:slight_smile:

1 Like

hi,
another possibility would be that left / right are switched so left is 1 and right -1 and visa versa.

cheers

That sounds like a possibility, but I have no idea why that would come about. Maybe there is some difference in their setup of the default first person camera actor that I haven’t been able to notice.

Sorry, misread your post. Is it this under the camera details?

image