Player movement that is both reliant and independent of camera's vector

Well I know this is an old thread, but I think the final answer is quite a complicated way to do this, and I’ve seen this question many times, but I’ve never seen my answer, which I like, so I think other people should like it too.
My version is quite universal, as far as I can tell. It’s the actual default “Movement Input” block (in the ThirdCharacter event class), but just modified to change the “Get Control Rotation” node to “Set Camera Rotation” with a “Get Player Camera Manager”. If you want to have some multiplayer features, don’t forget to change the default player index value in the “Get Player Camera Manager” node to something like the actual player index.

Here is one screenshot. It works like a charm!
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https://forums.unrealengine.com/core/image/gif;base64

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