physics rotation not affecting camera

I’m in version 4.11.2 making a 6dof control game, and using set physics angular velocity for player rotations.

In this rotation, I’m pointing to capsule component which is at the root of my player character. Pointing to self gives a type error and won’t compile.



I’m trying to understand why the rotation is applied to the mesh but not to the camera which is lower in the hierarchy, and how to correct this. The expected result would be to see the whole mesh system and camera rotate with the physics push.

Also, to be noted, on top of that, I want to use an independant camera rotation with an head mounted display, so it shouldn’t affect this system.

Can you see something that could be wrong in the way my system works?