How does the side scroller template camera work?

I’ve been trying to copy the camera action from the side scroller template into another game that I started with a different template and can’t for the life of me work out how the camera doesn’t rotate with the player pawn.

I recreated everything I could find exactly and found the camera was always pointing the pawns front. I then unchecked “Inherit Yaw” on the spring arm and it worked as expected… but the side scroller example has inherit yaw checked…?

The template has no level blueprint, nothing in the character blueprint and nothing in the game blueprint.

So how does the side scroller camera work without deselecting inherit yaw?

Obviously not important because what I’ve got setup appears to work but I hate the think I’m missing something and/or a better way of achieving the correct result.

Thanks

Hi Danie1,

If you set this up based off of the other camera, this maybe set correctly already.

But check the YourPlayerCharacter Blueprint > Components tab > Camera > Details Panel > Camera Settings > and make sure ‘Use Controller View Rotation’ is Off.

This setting is also under the SpringArm and should be set to Off as well.

Hi,

Just checked and yea, both of those are off but it still seems to need the Inherit Yaw deselected.

Thanks

Could you post a screen shot of your Component hierarchy and the Details panel for the Camera and the Spring Arm?

Yea, no prob. The first image is my character and the second is the one from the untouched template.

Thanks

I believe it has to do with your Player Controller. The Blueprint Side Scrolling template uses a inherited Player Controller that is set by default and isn’t editable.

This issue shouldn’t keep you from moving forward with your project, but if you would like to keep digging into this, try creating a new default Player Controller and comparing it with the one you are using now.

If it still doesn’t give you the results you are looking for, it means the inherited Player Controller from the template is using different references than the user created one.

Thanks, TJ

As long as I know what’s different I’m happy to proceed - I just didn’t like the nagging feeling that I’d missed something obvious in the component setup. I’ll look into the player controller differences for curiosity sake but I’ll probably leave it as is unless I come across a good reason to change it.

Thanks for investigating for me

If you haven’t found the answer yet, also to answer anyone else that stumbles upon this issue. I had the same issue, character just ran backwards, after extensive search I found the solution. In your player blueprint, select the self component (top one) go to section Pawn, uncheck “Use Controller Rotation Yaw”

Fixed it for me :slight_smile:

Now my character turns around :slight_smile: