Lock Camera In Place Temporarily

Thanks for the response!

Basically, the problem is that my weapon firing traces are done using the player’s control rotation. The weapons are all simple hitscan types, so reason I do this instead of using the weapon’s muzzle is that:

A) I don’t want the accuracy of the weapon to be based on animation, I just want the trace to always hit exactly where the crosshairs are pointing no matter what animations are playing
B) I don’t want the server to have to simulate the bone transforms. We plan on using a custom networking solution to house around 250-500 players, so server and network load must be at a minimum

Although I have deactivated the third person camera and activated the free cam (and therefore the screen is rendered from the free camera perspective), the controller rotation (and therefore the third person camera) is still being rotated by the player moving the mouse, which means that in the background the third person camera is still being moved around.

Let’s say the player aims at a bullseye in third person mode, and then switches to free cam. What I want is for the player to be able to swivel the free camera to look behind the character and when they shoot, the character still shoots at the bullseye. Right now, the traces will start being targeted behind them (i.e. following the free camera’s rotation) while the physical representation of the character looks as though they’re still aiming at the bullseye, which obviously looks weird.

I’ll keep experimenting and see if I can come up with a simple solution, but any suggestions would be much appreciated!