I’m currently working on an FPS project; i was planning on adding a Camera bone to the rig’s skeleton and parent Unreal’s camera to it so that i could manually key some natural head movement to my animations.
The issue I’m facing is that I am required to make the rig ( Simple arms ) a child of Unreal’s camera in order for the rig to correctly pitch up and down.
All other workarounds are either laggy, have incorrect pitch or will not allow me to independently move the camera.
For example, using Blendspaces/AimOffsets make the movement of the arms look extremely choppy and laggy, while also not following the camera’s pitch correctly ( Looking up result in the arms being slightly above the camera, Looking down does the inverse )
Every single tutorial and post related to this that I’ve seen online either ignores these problems, or they give up and make the Rig a child of the Camera.
Overall, I’m not looking for an exact fix if it isn’t possible, the result i am looking for is a camera that can move independently from the player mesh, while the player mesh correctly follows the player’s point of view.
I would greatly appreciate any help and contribution regarding this issue. Thank you.