Hi all,
This is kind of a double question. I figured that a lot of FPS games using various head bobs in their animations do so by parenting the camera to a head socket (example: https://www.youtube.com/watch?v=CvH-RMfyrxE). So the first question is, does that seem correct?
If so, how would I go about properly rotating the Mesh1P using control rotation instead of the camera? I tried something as simple as adding rotation to the mesh itself in the Look function, but it leads to the problem of not being affected by the controller’s pitch input scaling, and I also wonder if this could lead to a situation where the control rotation and Mesh1P Rotation could become misaligned at some point somehow…