You’re pretty close. See if this can clarify some things:
- I have this actor actor in the scene:
I set its springarm’s rotation to Absolute so I do not need to deal with Inversing Rotators from world → local.
The idea here is:
- we enter the collision sphere and switch to this actor’s camera
- the springarm slides along the spline in Local Space
- the springarm rotates in World Space and tracks the player
- I use your approach with finding spline World Space in this camera’s actor Local Space
This results in:
The blue marker shows the interpolation results of the springarm.
Do tell if this is closer to what you need.
Script to copy: