How do I lock a first person camera to the head of my character so that when they do a roll or flip, the camera sees what they'd see?

Title. Bonus points if I could constrain camera rotation boundaries during these animations so that the player doesn’t feel a jarring loss of camera control when they’re playing.

Have you tried parenting the camera to the character? You can use a Spring Arm to have more control over how the camera moves.

I have. I’m using the GameplayCamera component, and when I do this, any rolls or flips just result in the body doing the animation, but the head continuing to point in whatever direction I was aiming before starting the action.

Hey there @Pdennis89! Is your head driven by an Aim Offset or other animation control? If a camera is attached directly to a bone in other cases should follow the bone.

I’m not sure. I’ve been kind of reverse engineering this GASP project as I go. I’ll take a look.