However, I have an issue with “flying” state that I can’t figure out how to fix. I would like the character to not roll over when I move the camera up or down. It causes camera to glitch in flying mode.
Here’s what I mean:
How do I lock the “pitch” for the character in “flying” mode?
It’s hard to tell why, but I can tell you why I do not face this problem: I use a complete different setup.
I put the pitch input on my Camera(Boom) instead of the pawn and in fly mode i use the pitch of the camera to control via cosd/sind how much Forward and Upward Vector is used as Movement Input Vector. I havn’t experienced any roll-over problems with it.
I was about to ask you to share the way you did your blueprint… Because I’m myself is a graphics designer and I’m not really good with blueprints. I don’t really understand how to do what you described.
But then I went through my blueprint, keeping in mind what you said about pitch inputs and… Well, turns out the solution was to just simply break this link: