Hi everyone,
I am struggling with creating a smooth transition between a “Locked-On” camera mode and a “Free-Look” mode using the modular Gameplay Camera system.
My Setup:
-
Free-Look Mode: I am using
InputAxisBinding2Dbound toIA_MouseLookto control rotation. -
Locked-On Mode: I am using
AutoRotateInput2D, feeding in pre-calculated direction/rotation to focus on a target.
The Problem:
Since the FreeLookRig and LockedRig are independent, switching from Locked to Free-Look causes the camera to instantly snap from the locked orientation back to the default InputAction(0,0) orientation (forward). It does not smoothly blend the rotation.
Question:
How can I properly bridge these two rigs to ensure a smooth transition when switching modes? Should I be blending the Rotation values, or is there a way to make the FreeLookRig inherit the final rotation of the LockedRig upon activation?
Has anyone encountered this issue with the new camera framework?
Thanks!

