I have a little game set up where you control a small bullet racer through a raceway. The bullet itself is a pawn with a FloatingPawnMovement controller. You strafe with the mouse, both jaw and pitch. The thing is, I was trying to make it so that I could get past the vertical pitch limit (turning the player upside down when they strafe all the way up) since I plan on making maps with no sense of verticality whatsoever. In order to achieve this, I created a CameraManager blueprint class and modified its pitch limits. It did its work, but when upside down, the jaw controls were inverted (moving your mouse to the left would get you strafing right). I performed some research and I found the root of this: when upside down, the roll was automatically set to ~180º, thus inverting the jaw controls.
Is there any way I can fix this? I’ll attach my bullet blueprint here just in case it’s helpful: