Make camera stay behind character & be able to look around

I am making a game where we don’t want the player to able to see the character model’s face of the player character. The closest I have gotten is disabling pawn control rotation, but that makes it to where you can’t move your mouse around. I need to pc to be able to look around the environment just not see face of the character model. Is there any way to achieve this?

I need to pc to be able to look around the environment just not see face of the character model.

You may need to elaborate. What’s up with the face? You want the camera to always stay behind the character so we can’t look at them from the front? Like this:

?


Or should the camera rotate independently but be limited to the hemisphere behind the character?

Are you saying that you want the camera to swivel, rather than the character?
And, because you don’t want to see the face, you want the camera to swivel around its own axis, not around the character?

Probably the best way to do this, is to turn off “use control rotation” (like you did) on the Character, and then instead have a Tick action that reads the control rotation from the player controller, and applies it to the camera object as a simple “set relative rotation” – don’t “add” it, because then it’ll keep panning after moving the mouse.

If that doesn’t do what you want, then you probably need to work out in a little more detail what it is you actually want, and what the available inputs are that you want to read from the player, and how to map the one to the other. You can achieve any kind of input decoding and camera movement you want, but exactly how you express it varies depending on whether it can map to the “canned” behaviors, or whether you need to do the math yourself.

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