More information on the effect you’re trying to achieve would be useful.
For instance, where is camera in relation to the dragon? Is a first or third-person character riding it with the camera following behind? Or is dragon moving independently of camera ( as in, like in a side scrolling game, or some non-player character you’re commanding remotely)?
And how should the downward motion occur? Should dragon rotate and dive towards the mouse input, or just move straight down as if it’s being dragged and dropped somewhere?
So here it’s what happens if I move up, the camera keeps down. If anyone has some good tutorial I can follow …it would be really helpful since I just found airplanes tutorials and didn´t work as I wanted to :c
Just call start flying event (or change it to a function) whenever you’d like flying to kick in. Like if you hit jump and falling is true.
Then call stop flying with the On Hit event of character to make them land when they collide with something. With UseControllerDesiredRotation and UseControllerPitch both set to true, if you aim camera up, moving forward will fly up.
Should look something like this when flying. Ignore the de-synced rider animation and, well, the fact it’s a pig, not a dragon:
Using raw mouse input to add move input up and down could get wonky real quick when the mouse gets to edge of screen. If you really want to do it this way though, add a branch after you add yaw input in the IA Turn event to check for flying, then feed the y from event into an add movement node with up (or maybe down depending on how you configured the axes) as the vector: