Hello, at the beginning of my level, I’d like my first person character to not detect player input, and have the camera rotate to the left and to the right as if the character’s looking around. Once the character’s done looking around, the player input can be enabled and the game will start. I have figured out how to disable and enable player input but I can’t figure out how to make the camera rotate as “Set Relative Rotation” on a timeline isn’t working. I also tried to just create a different camera and use “Set View Target with Blend” but then, I cannot sync the cameras’ transforms correctly, because even when I set the spawn transform of the new camera as my player controller, they aren’t the same.
Does anyone have any ideas as to how I can do what I want to do at the beginning of the level?
Thank you for your reply! Is the “Use Pawn Control Rotation” boolean a variable you made yourself? If so, how do I give it a target input? If not, then the only option I have that is similar is “Use Controller Rotation Yaw” which does not work.
There is, however, something else that worked. I was able to control the camera rotation by making the timeline update the controller yaw input, like this:
The only thing now is that the timeline isn’t rotating the camera properly though! Not sure if that’s me being stupid with the values I’ve got or if there’s a separate issue…
No. It’s a property of the camera. Get the camera you’re using, drag a wire, then search. You’ll get the target pin, indicating this propery belongs to another entity (camera).
When using the timeline, do not add control rotation (yaw, pitch, etc), but instead Set Relative Rotation for the camera as you originally intended.
Just so we’re on the same page. We’re making this, right?