Are you using the Blueprint version or the C++ version?
As far as I can tell with the C++ version, everything is covered, vis wise:
- PlayerController::GetPlayerViewPoint() calls PlayerCameraManager::GetCameraViewPoint().
- PlayerCameraManager::GetCameraViewPoint() returns POV.Rotation, which is set by PlayerCameraManager::UpdateViewTarget().
- PlayerCameraManager::UpdateViewTarget() calls PlayerCameraManager::UpdateViewTargetInternal().
- PlayerCameraManager::UpdateViewTargetInternal() calls AActor::CalcCamera().
- AActor::CalcCamera() calls UCameraComponent::GetCameraView().
- UCameraComponent::GetCameraView() calls YourCharacter::GetViewRotation().
- YourCharacter::GetViewRotation() calls YourPlayerController::GetViewRotation().
Though that is only if everything is setup in a certain way:
- PlayerCameraManager is not customised.
- PlayerCameraManager’s view target is your character.
- Your character has overridden GetViewRotation().
- You’ve included a CameraComponent.
- You’re CameraComponent has bUseControllerViewRotation set to true.
ugh
I could have missed something though, so please feel free to check and correct me if I have.
Gonna keep looking into it, as is a big issue for those it affects