Seperating head and body rotation

Hi , try to follow this thread

Hi all,
working on a first-person based template setup.
In this I am trying to set up a ‘guided tour’: a person with the HMD is taken through a scene using a spline. This all works great except for the forward direction of the character/camera.
When the forward direction of the movement is changed (ie: we take a turn), the forward direction of the cam should also be updated accordingly.
Like sitting in a car looking to your right: when the car turns left so is your body and thus your view.

Below the BP in which I’m trying to achive this.

The custom event is called on every tick after the new distance on the spline is set.
The location is set correctly, only the rotation seems to be ignored.

Disabling the ‘Use Pawn Control Rotation’ in the cam does keep me facing forward, even when taking corners, but it disables the HMD-cam movement.

I guess I have been messing around with this problem for so long, I am completely overlooking the cause of it :-/

Thanks for any guidance in the right direction on this.

Thanks for your reply. Actually that is the thread and the subsequent videos which me led to the BP I posted.
It does work when I switch off ‘Use Pawn Control Rotation’ but then the HMD rotation fails and the user is left with one viewing direction.
With this setting switched on the HMD rotation seems to overrule the SetWorldLocationAndRotation