Player Camera Ignore Base Rotation

Logically, I agree 100% with @Chyros … However, due to the unique needs of my project… I’ve been working with spring arm and camera components exclusively, fulltime over the last six months.

Putting performance issues about moving a standalone camera on tick aside completely… I honestly think that using a standalone camera rig moving separately from the player pawn just doesn’t look as smooth. It might be just me, so please try it and let me know how it looks for you, but this was what my eyes seemed to see.