My camera is not behaving properly

include “camera/CameraPawnBase.h”

ACameraPawnBase::ACameraPawnBase()
{
PrimaryActorTick.bCanEverTick = true;

CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
RootComponent = CameraBoom;
CameraBoom->TargetArmLength = 750.0f; // Distance from camera to pawn
CameraBoom->bUsePawnControlRotation = true; // Rotate arm based on controller
CameraBoom->bDoCollisionTest = false; // Disable collision test for SpringArm

FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom);

bUseControllerRotationPitch = false;
bUseControllerRotationRoll = false;
bUseControllerRotationYaw = false;

FieldOfView = 90.0f;
AspectRatio = 16.0f / 9.0f;
PostProcessBlendWeight = 0.0f;

}

void ACameraPawnBase::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}

void ACameraPawnBase::BeginPlay()
{
Super::BeginPlay();

APlayerController* PlayerController = Cast<APlayerController>(GetController());

if (PlayerController)
{
    this->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
}

}

void ACameraPawnBase::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);

}