How can I have the character continue to move in the same direction after a camera swap?

I am slowly learning blueprints and breaking gameplay into small chunks as I get use to the system. I have hit a bit of a wall and i’m looking for help.
First off let me break down what i want to happen and where I am in the process.

  1. When a player enters a box collider switch to a different camera. (Done)
    This was accomplished by reading the documentation found
    Part 1 - Using a Static Camera in Unreal Engine | Unreal Engine 5.3 Documentation
    Part 2 -Switching Between Multiple Fixed Camera Perspectives in Unreal Engine | Unreal Engine 5.3 Documentation
  2. Change the character movement relative to the new camera.
    This is also done by modifying the existing third person BP
  3. Now for the part I am hung up on. Currently when the character enters the box collider the new movement happens immediately which is not a good experience if the player is holding down the move key. What I am wanting to have happen is that if the player is holding down a movement button when they enter the box collider the camera changes but the movement does not up date to the new camera until the player releases the current movement key. How can this be accomplished?
    The later Fatal frame games are good examples of how this works.
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Still hung on this one. I have tried event tick on the player target to get when velocity is zero.
Any ideas or tips?

I’d probably use the control rotation forward/right vectors which you wired around for the move input, then update the control rotation seperately. Perhaps after adding the move input, you could do a branch to check if either input axis = 0, and if true, set the control rotation from the camera. This way the controller would stay pointed in the original camera’s direction until you release a movement key.

The brute way, make a delay and check when is not any
movement, to change the character-movement.

Delay or TimeEvent…

Add some vars to Input Move node.