I’m working on the camera set up for my project and, in addition to being able to toggle back and forth between first and third person views, I want to give the player the option to “self-spectate” or use a vanity camera; essentially, they should be able to look at themselves, rotate around, zoom in and out, etc.
I don’t really understand the inherit and control rotation, etc. options in the character blueprint and spring arm component, so I was hoping someone would be able to tell me what goes in the blank spot in my BP below:
I think the ThirdPerson template is a ‘vanity camera’ by default. (Full axis of rotation to face front of character.)
‘Use Controller Rotation Yaw’ is set to false in a newly created template. What happens if you try disabling it in your SelfSpectator logic chain? (I see you set/enable it just above in Third Person)
If I add UseControllerRotationYaw set to false and I enter SelfSpectator view, the camera just locks into one place behind the character, same as if I don’t use it at all.
Again, I don’t really know what these options do individually, but I have it set up so that the third person view in my project does not allow you to rotate the camera around the character; instead, it just stays in place behind the character’s back and when you move the mouse left/right, the character spins in place.
In the first screenshot add set use controller rotation yaw to false so that the character stops rotating with the camera.
In the second screenshot just do the same thing you’re doing for the other two options. I don’t think you need to do anything special for the spectator option on that side. Looks like you’re stopping the camera registering input the default way to try to rotate the spring arm yourself but I don’t think you need to.
I set UseControllerRotationYaw to false and plugged the Spectator pin into the Add Controller Pitch and Yaw nodes. The camera works while I’m in self-spectator mode now, but the character still spins with the camera. I’m trying to get it so that the character stays still and doesn’t rotate with the camera.
Yes, I thought the set use controller rotation yaw to false would’ve prevented that. Could you share a screenshot of your player character component hierarchy?
Seems to be structured the same as the default third person template I am trying it on. This simple setup gets me the character spinning with the camera after I press 1 and then after pressing 2 the character stays in place and the camera can rotate around them.
The lookaction just has add controller yaw and pitch input. I wonder if there is something else going on that is affecting the outcome. Sorry if I haven’t been much help. Try putting the current value of UseControllerRotationYaw in a print string just in case maybe.