Hey @elanvirmond
so let’s say you start with a new project and open up the BP_ThirdPersonCharacter blueprint from Content/Thirdperson/Blueprints

You will see this:
On the left side you can see the Components in this blueprint:

The events used inside Graphs, here only EventGraph, as a list:

The Functions, here only ConstructionScript (gets executed when this blueprint is constructed):

The Macros:

And the Variables:

And all the events and their functionality used in this blueprint:
The Components list shows you all components of the blueprint and allows you to drag and drop them into the EventGraph:

The Graphs list allows you to double click an event to jump to this event inside the EventGraph:
So, these are the things we will need for your movement. For your isometric movement we need to adjust
- The camera
- The move event
First, the camera:
To get a fixed camera you can uncheck these settings in the Details tab of the CameraBoom):

So now the camera won’t follow your mouse input and won’t follow your characters direction. Its rotation is fixed in the world/map but it will still follow your character.
Next, change the rotations of the CameraBoom like this:

If you do not find these settings or you do not see the Details tab: You must first select the CameraBoom in the Components list:

And check that the Details tab is visible:

Second, the move event:
We want to use the forward and right vector of our camera. So we drag the FollowCamera from the Components list inside the EventGraph and do this:
You can get the
GetRightVector or
GetForwardVector like this:
In this video you will also see how to split a StructPin.
These vectors will be the new direction for your character:
Why do we normalize the ForwardVector and why do we not use the Z component you may ask. Well, we only need the X and Y component because otherwise the vector would point into the ground and the character would move into the ground. So now that we just have the X and Y component we need to normalize it. Usually the direction vector has a length of 1. This is calculated with :
X^2 + Y^2 + Z^2 = 1
If we do not use Z in this equation the sum will be smaller than 1 and your character will be slower in this direction. You can test it with this:
Third, character and mouse input:
If you do not want to rotate the character with your mouse, you can just break this link: