I looing for advice while thinking about my own project
I want to create online topdown game, when camera must be free and independent from character.
But when i chose camera as default pawn and it get possess,
The character becomes uncontrollable because the controller is now at the camera. What should I do? When talking to chatgpt, he advised me to attach character control via AIController, but I don’t have the knowledge to do this. And what’s better anyway? For the camera to be the main character, or the character himself? What will be the difference globally? Which practice is considered better in this case - choosing the camera as default pawn or character for online project ?
It sounds like you’re aiming for a setup where the character’s movement is fully independent from the camera’s orientation, which is definitely tricky in Unreal. By default, the engine ties a lot of movement logic to the camera direction, so breaking that link usually means adjusting your controller input mappings or modifying the character’s movement component. Some devs handle this by separating yaw control or creating a custom spring arm system so the camera rotates freely without forcing the character to follow.