I have a game where the player can freely transfer between first and third person views. I achieve this by having multiple spring arm components with child actors attached to each of them. The image I have here is part of the BP I use to achieve it. Whenever the first person mode is activated, the function I have below is passed “true”. All other camera modes pass “false”.
However, “use controller rotation pitch” is causing a bit of an issue. Whenever the player looks either straight up or straight down then jumps while in first person, the player will begin to slide around near uncontrollably. To my understanding, this is because the capsule component is also rotating. Disabling “use controller rotation pitch” does prevent the sliding, but it also disables the ability to look up and down.
I’ve spent a good while trying to figure out how to fix this, but I hit a bit of a dead end. A possible idea I have is to make it so that the capsule component doesn’t move whatsoever no matter which direction the player looks. However, I’m not sure how to go about this. Any suggestions?