How to stop character not to move with the camera rotation

I want my character not to move with the camera rotation. I have seen many solution for this issue but not for the c++ code
{
// Fill out your copyright notice in the Description page of Project Settings.

#include "John.h"

// Sets default values
AJohn::AJohn()
{
 	// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	

	bUseControllerRotationPitch = false;
	bUseControllerRotationYaw = false;
	bUseControllerRotationRoll = false;

	GetCharacterMovement()->bOrientRotationToMovement = true;
	GetCharacterMovement()->bIgnoreBaseRotation = true;
	GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f);
	GetCharacterMovement()->JumpZVelocity = 600.0f;
	GetCharacterMovement()->AirControl = 0.2f;
	

	CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
	CameraBoom->SetupAttachment(RootComponent);

	CameraBoom->TargetArmLength = 300.0f;
	CameraBoom->bUsePawnControlRotation = true;

	FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
	FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
	FollowCamera->bUsePawnControlRotation = false;
	

}

// Called when the game starts or when spawned
void AJohn::BeginPlay()
{
	Super::BeginPlay();
	
}

// Called every frame
void AJohn::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

}

// Called to bind functionality to input
void AJohn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);
	
	PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
	PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);

	PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
	PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);

	PlayerInputComponent->BindAxis("MoveForward", this, &AJohn::MoveForward);
	PlayerInputComponent->BindAxis("MoveRight", this, &AJohn::MoveRight);
	
}

void AJohn::MoveForward(float Axis)
{
	FRotator Rotation = Controller->GetControlRotation();
	FRotator YawRotation(0.0f, Rotation.Yaw, 0.0f);

	FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
	AddMovementInput(Direction, Axis);

}
void AJohn::MoveRight(float Axis)
{
	FRotator Rotation = Controller->GetControlRotation();
	FRotator YawRotation(0.0f, Rotation.Yaw, 0.0f);

	FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
	AddMovementInput(Direction, Axis);
}

I have try to use the {IgnoreBaseRotation} but it is not fixing my problem…