There are several related questions:
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How does the shooter game manages to give pitch to its 1st person mesh? I think its onCameraUpdate, but is it the recommended way?
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A quick test character pawn made using blueprint reveals that the Character class does not replicates yaw. how does shooter game sends it through then?
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The camera component uses the bUsePawnControlRotation to selectively give rotation only to camera. Is there no similar method for selecting other components to pass rotation.
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where does the camera is attached to the pawn? why is not set in the blueprint?