This is using the same CameraComponent inside your Character.
- On your CameraBoom uncheck all except Use Pawn Control Rotation
- On your MouseInput use AddRelativeRotation instead of AddControllerYawInput and AddControllerPitchInput.
- On your MovementInput, use FollowCamera’s ForwardVector and RightVector instead of your ControlRotation.
Should work fine. You only have to re-implement keyboard gamepad camera rotation but you can follow what you did on MouseInput.
