Rotate view with a trigger box

It’s possible, here’s how I did it using the TwinStickShooter template. Tried to go off of what you wrote but I’m not sure how you’re doing your character movement, but this should be a good starting point for you!

  • I created a Child Blueprint Class off of Trigger Box
  • Add a **Float **variable *FaceAngle *and mark it as Editable
  • On ***BeginOverlap ***for our new trigger Cast to the TwinStickPawn to get a handle on the Camera Boom component
  • I used *WorldRotation *to set a new one on the Camera Boom using the FaceAngle from the trigger + with a Y pitch -90 (to keep the camera in the sky because how the TwinStick camera is set up)

Then just place the new triggers in your map and in the properties set **FaceAngle **variable per trigger.

In my example I have the camera face 90° when you make that right hitting the selected trigger, and on the trigger to the left of it it’s set at 0° to go back to normal. Two triggers to detect in and out.

Caveats – The controls don’t change with the camera, something you’ll have to think about.