Download

Imported Project from 4.4 Having Issues with FPS Camera

Hello,

To keep it short and sweet, I opened a project in 4.7.6 from an older build and everything works fine except for the fact that I cannot look up or down.

Looking left and right works fine. The player animation shows my hands coming up as I look up but my camera is stuck looking straight.

Below is my pawn script…

class BoBa_Pawn extends UTPawn;

var bool bCaught;
var BounceProjectile CaughtActor;
var float catchRange, ThrowForce;
var int Score;
var float NextCatchTime, UpgradedSpeed, OriginalSpeed, DamagePerc;

simulated event PostBeginPlay()
{
UpgradedSpeed = GroundSpeed/3;
OriginalSpeed = GroundSpeed;
Super.PostBeginPlay();
}

function bool Died (Controller Killer, class<DamageType> DamageType, Object.Vector HitLocation)
{
ClearBall();
return super.Died(Killer, DamageType, HitLocation);
}

function ClearBall()
{
if(CaughtActor!=None)
{
bCaught = false;
CaughtActor.SetPhysics(PHYS_RigidBody);
CaughtActor.bHeld = false;
CaughtActor = none;
NextCatchTime = 1;
}
}

function GetWeaponUpgrade(int Type)
{
BoBa_Arms(Weapon).UpdateWeaponUpgrade(Type);
SetTimer(15, false, ‘ResetWeaponUpgrades’);
}

function ResetWeaponUpgrades()
{
BoBa_Arms(Weapon).EndAbility();
}

function GetUpgrade(int Type)
{
ResetUpgrades();

if(Type == 5)
{
    GroundSpeed += UpgradedSpeed;
}
else if(Type == 6)
{
    //Shield System Here
}
else if(Type == 7)
{
    DamagePerc = 1.5;   
}

SetTimer(30, false, 'ResetUpgrades');

}

function ResetUpgrades()
{
ClearTimer(‘ResetUpgrades’);
GroundSpeed = OriginalSpeed;
DamagePerc = 1;
}

function Use()
{
if(CaughtActor != none)
{
Throw(); //ThrowAnim()
}
}

function Catch()
{
local BounceProjectile tmpActor;
Foreach allActors(class’BounceProjectile’, tmpActor)
{
if(!tmpActor.bHeld && tmpActor.bCanBePickedUp)
{
if(!bCaught)
{
if(VSize(tmpActor.Location - Location) < catchRange)
{
bCaught = true;
CaughtActor = tmpActor;
CaughtActor.SetPhysics(PHYS_Interpolating);
CaughtActor.SetLocation(Location);
CaughtActor.SetLastCatcher(self);
CaughtActor.bHeld = true;
}
}
}
}
}

function ThrowAnim()
{
//PlayAnimation here
//Anim notify calls actual throw call
}

function Throw()
{
bCaught = false;
CaughtActor.SetPhysics(PHYS_RigidBody);
CaughtActor.bHeld = false;
CaughtActor.ApplyImpulse(Vector(Weapon.GetAdjustedAim(Weapon.GetPhysicalFireStartLoc())), ThrowForce, CaughtActor.Location);
CaughtActor = none;
NextCatchTime = 1;
}

function UpdateScore(int pScore)
{
Score += pScore;
ClearBall();
}

simulated event Tick(float DeltaTime)
{
local Vector tmpLoc;

if(Weapon.Isa('BoBa_Arms') && Weapon != None && Controller.isa('BoBa_PlayerController'))
{
    BoBa_Arms(Weapon).FPSMesh.GetSocketWorldLocationAndRotation('Hand_L', tmpLoc);
}
else
{
    tmpLoc = Location;   
}

if(NextCatchTime &gt; 0)
{
    NextCatchTime-=0.01f;   
}

if(NextCatchTime &lt; 0)
{
    NextCatchTime = 0;   
}

if(bCaught)
{
    CaughtActor.SetLocation(tmpLoc);   
}
else
{
    if(NextCatchTime &lt;= 0)
    {
        Catch();   
    }
}
super.Tick(DeltaTime);

}

defaultproperties
{
Score = 0 //DO NOT EDIT
bCaught = false //DO NOT EDIT
catchRange = 100 //How close the ball has to be to be picked up
ThrowForce = 1500 //The force the character can throw at
bPushesRigidBodies = true //DO NOT EDIT

GroundSpeed = 600.0         //Speed player moves while walk/running

DodgeSpeed = 800.0          //Juke velocity
DodgeSpeedZ = 325.0         //Juke upwards velocity

JumpZ = 600.0               //Jump upwards velocity
MaxJumpHeight = 800.0        //Maximum height of jump
bCanDoubleJump = true       //Whether the pawn can jump again in mid air
MaxDoubleJumpHeight = 400.0  //Max height of secondary jump
DefaultAirControl = 0.35    //Amount of movement control in the air

}