Right, which it’s doing, the problem is that the yaw and pitch of the camera seems still tied to the world. Like if I’m rotated 90degrees to the left, moving the look input ‘up’ takes the character to it’s mesh’s ‘right’ instead of ‘up’.
Edit:
Some more information: I printed out the rotations and the up vectors for the actor, controller, spring arm, and camera. All seem to match, so shouldn’t the look input’s pitch and yaw match the up and right vector here?