For context, I’m working on a game with planet physics in a first-person template. Yes, I already know about the post which explains how to do this with the third-person template, and I haven’t gotten anywhere with making that work for first-person, so I’m doing it from scratch!
Recently I came across an awesome tutorial vid which really helped me to get it working. It still does it in third-person but the method works just as well for first-person. The catch is… it only works when you use a Pawn blueprint.
I’ll link the vid here for those curious: https://youtu.be/l2J45z6aoJQ?si=4M_1J9MbuQD_xner
In the video and in a reply to one of the comments, he talks about how he tried to get this method working for a Character blueprint, but really weird rotation issues were happening that he had no idea how to fix. Unfortunately I am running into those same problems when I try to use his method in my FPC blueprint.
The only difference between the two is the CharacterMovement component, which begs the question: what could the CharacterMovement component be doing to the blueprint to cause such a weird difference in behavior like this? And if we can figure out what that difference is, what can be disabled to make it function like the pawn?
Thanks for reading!