Controlling the Vehicle from the level Blueprint gives the desired result, but thats not a permanent solution.
I’m not using any custom MovementComponents or PlayerControllers for now. As I mentioned in my answerhub post I think this could solve the problem but I have no idea on where to start.
I hope someone can help me with that. I want the vehicle to behave the way its behaving now if its not possessed even if a player controls it.
You could use Enable Input, Add controls and motion and set the view target to that camera and disable the players movement and visibility. But it could be something you could fix by tweaking the movement component of the character.
I’m sorry, for some reason I was not notified up until now that this thread received replies.
The problem was on my side of things. I calculated some damping values and set the angular velocity of the pawn. In that calculation I forgot to take the current angular velocity into consideration resulting in resetting the angular velocity to a weird value. This lead to the behavior you see in the video posted above.
It worked all fine if the vehicle was controlled from the level blueprint because the pawn was not possessed and the false calculation I just mentioned was not called in this case.