Springarm and use controller rotation yaw problem

Hi

Im gonna go straight to the problem

I got a 3rd person character and when my character is standing still I’m disabling “Set Use Controller Rotation Yaw” to give the player the ability to look around when standing still and I’m enabling it when my characters velocity increases.

What I want to achieve is this: If character is standing still, the player can look around(I got this part working) and if he starts running then the springarm should slowly move back in the place it once was. Right now the character snaps into the direction of where the camera is looking and this is not what I want.

How could I be able to achieve this? I tried saving the springarms last location when velocity <= 0 and used a timeline to lerp the springarm back to that location but I couldnt get it work.

Any ideas?

Thanks
Sveyh

have you tried it with RInterp?

I havn’t but I’m going to look into that and see if I can get it to work

" 0 and used a timeline to lerp the springarm back to that location but I couldnt get it work. "

you meant rotation instead location don’t you?
because for smooth location transitions there is VInterp instead of RInterp.

Yes I meant rotation instead of location, my misstake

I’m unable to get RInterpTo to rotate my springarm into the rotation I want, it does not move at all.
Should I upload a picture of my blueprint so you can take a look and see what I’m doing wrong?

ye post it. but there are also youtube videos etc out there to that topic. basically what you need to do is something like that:
make a looping timer, set its time to delta time (now it ticks every frame).
in the function that gets updated by the timer, you make the RInterp. here in the time you also plug in a delta seconds.
the speed float is a multiplicator. make it to 20 or what ever.
in target you plug in the target rotation, which would be your “last rotation” that you saved.
in current you plug in the current rotation of your spring arm.
the rotation that comes out is your new rotation. so after RInterp you make “Set springarm rotation” and give it the new rotation.

I made this out of my head so im not sure whether I haven’t missed something but I think that’s the correct way

Try enabling arm lag, then you can change how fast camera will snap to correct rotation.
For transition event (when player starts running), Snap camera rotation to pawn rotation, then enable rotation lag for camera arm, and set it to something slow.
When camera aligns to pawn direction turn off lag, keep snapping.
When payer stops turn off snapping also.

I added a picture of my blueprint above