Hi there, I had the exact same issue trying to make the GASP 5.5 first person for a while now, and might have just fixed the issue (after it gave me a headache for a week). Thought I’d try and help you out too, if you still needed it. At the very least it might put help put someone in the right direction? Some things to note:
- I did set the “Wants to aim” condition to true for my project. Not sure how much this matters, but I found it to work the best.
- I completely removed the new “Gameplay” camera and just used the old regular camera. There’s some good tutorials for this on youtube. I was never able to get good placement like you with the new cameras, and ultimately didn’t want to use anything experimental. Again, not sure how much this matters in the end.
So to Start, I made a rotator variable in CBP_SandboxCharacter for easier casting later on. Make sure “editable” and “expose on spawn” are ticked on
I set it with a “Get control rotation” node after the camera input logic. Mine looks a little different from default, but just add it after the controller yaw and pitch input.
Most of the logic is going to be in the main Anim graph ABP_SandboxCharacter (The one that looks like this)
You’re gonna wanna cast to the player character, using the rotation variable from earlier. From there just break the yaw and Rinterp it to a Transform Bone node. Make sure the transform node is set to the root bone, and the rotation mode is set to “replace existing”
Make sure this is all done after the “Pose history” node to avoid issues. Then simply connect the Transform Bone logic into the output pose. This was my final result:
No matter how fast I turn, the body never falls behind like before. I know my setup is a little different from yours, but it should hopefully work about the same. Good luck!
Edit: this breaks a little of the aim offset, and makes characters rotation instant, instead of only after turning 50 degrees like normal. If anyone finds a better fix, i’d love an update