Implementing a True First Person camera

Yes, that’s the general way to do it and I do it like this as well.

Lot’s of people are confused by this part in my code : it’s actually custom functions but nothing very special. So I did an addendum to my blog-post about those, take a look again ! :slight_smile:

The Camera component is created in the constructor of my Character and then attached to the head bone of my Character Skeletal Mesh Component. I use the native class, not a custom one. In you case you may want to look into how to spawn/create component based on a blueprint class. Such as : Spawn Blueprint from C++ - Editor Scripting - Epic Developer Community Forums

I have a function in my Character class that can be accessed via Blueprint. In the Event Graph of my AnimBlueprint I use the “Event Blueprint Initialize Animation” node to get the Pawn Owner and the cast it to my Character class. This way I get a reference to my Character and can query the Camera variable.