So i have a problem with my jet flight blueprint. It uses player controller inputs to rotate and steer the jet. But i found when using a Q/E roll that my steering still applies movement in world coordinates. That means, when my jet is tilted perpendicular to the ground, camera is as well, pulling the mouse up will not result in the jet lifting it’s nose, it will swirve in the direction of absolute up, and that’s a problem cuz that basically makes this system unusable in it’s current state. I don’t really know where to look for a solution to this or what it even might be, so i’d appreciate a tip.
You want the relative as opposed to world
Hi @INTENIKKAN ,
You’ll have to use your camera orientation in the world direction parameter when calling the “Add movement input” function in your controller so that your controls are relative to the camera.
Depending on your setup you may want to use the pawn orientation instead.