If anyone can definitely pitch more than 180 with “Add controller pitch input” on the Thirdperson template it would be very interesting as to exactly how. That function has strong multiplayer code - unlike Flyingpawn.
Based on this thread I tried this custom player controller on the Thirdperson template but still only pitches 180 for me. You also need to set these on the (empty graph) test character: “default land mode” to “flying”, “gravity scale” to “0” and “rotation rate” boxes to 100/100/100.
Hi, about “move your entire rotation script to custom playercontroller event graph”, dose anything setting need to set? I had take my rotation stuff into custom playercontroller event graph, but still only limit yaw in world rotation.
I think I have the same problem, or at least it seems to be correlated.
I’m working on a 2D project, axis being Z for up and down and X for right and left.
Gameplay is 90% underwater, and I’m struggling with making my character face the direction I’m going towards, since the Pitch (the Y axis rotation) just won’t make me go over 90/-90
If I manage to force it, being trough setting it or else, the Pawn ends up flipping both X and Z rotations (so both get to 180°) so that Y isn’t over 90…
I already have my Rotation in my controller and my Camera manager with pitch unlocked, but since the camera doesn’t rotate at all with the character, I think this really doesn’t matter.