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Spring Arm Component: custom relative rotation to pawn

If unchecking Use Pawn Control Rotation, you can rotate the Spring Arm Component in Blueprint Viewport, so you can define the default perspective (initial pitch after launching the game) instead of looking straight on the character’s back.

If checking Use Pawn Control Rotation, the Spring Arm Component’s rotation is tied to the pawn, so you cannot rotate the Spring Arm Component to define a relative rotation.

I made it by myself by adding an InitialPitch parameter and adding it in USpringArmComponent::TickComponent().