I mean I don’t understand why we get control rotation and not camera rotation. How does player controller know, what is the rotation of the camera, and how does it work with spring arm and why we should get a vector from rotation. My final question is whether control rotation is considered relative rotation or world rotation?
When you enable use controller desired rotation / use pawn control rotation. You do it separately for each component. So it might affect the spring arm but not the mesh. As for the forward vector, it’s to determine the direction of the movement input.
So control rotation know what is the rotation of camera beceause of this:
control rotation → camera component rotation → spring arm rotation → add controller pitch/yaw input
Depending on rotation of the spring arm, which is controlled by player controller, camera component sets the rotation, location and the control rotation sets the same rotation as the camera component rotation?
You could do it differently, but usually we rotate the spring arm and not the camera. So it’s not directly rotated but is still affected by it’s parent’s rotation, and if we get the camera’s rotation it will still give the result in world space.
How do we rotate the spring arm though? We also don’t do it directly.
Ackshully
Of course there is a direct manipulation in the background but we’re talking about the interface here
We rather rotate the controller with mouse inputs, and the spring arm gets affected by it when we enable it to use pawn control rotation. So that phrase of yours “the control rotation knows [enter component]'s location” is kinda wrong, it doesn’t “know” anything, it just affects them. So since we’re already rotating the controller ourselves, it’s only natural that we get the controller’s rotation when we get the controller’s rotation And in this case the camera will be facing to the same direction with the controller because the spring arm’s rotation is determined by the controller’s rotation this way (again, because use pawn control rotation is enabled for it), and the camera also rotates with the spring arms because it’s a child, and we’ve set it’s initial direction parallel to the spring arm ourselves from the viewport.
but I have disabled that option and I don’t know, how to understand it all. I’m so frustrated. Do you know some good tutorials or resources to understand it in-depth? I mean Character Class, spring arm component and how controller affects this?
It might also be enabled for the mesh, that way the model’s body will also turn around on mouse X & Y inputs.
I’m not sure if there’re any tutorials on this specific of a topic though. I feel like you’re making it way more confusing for yourself. Which part didn’t you get exactly?
You know, I think this is gonna last for a while. If you like, we can move our conversation to another platform like Discord to chat more efficiently.