The third person template is challenging for a shooter. There are many different ways to handle aiming in a third person shooter. There’s over-the shoulder, where you typically want them aiming at the same spot all the time, there’s various auto-targeting schemes used in games like Mass Effect, where your character aims at a specific target automatically. Combining free camera and free aim in a third person perspective is… well, I’m not sure how you’d do it well, honestly. There’s probably a way, but I can’t think of a game that does it.
By default, the third person template sets [FONT=Courier New]bOrientRotationToMovement to [FONT=Courier New]true, which means that the character is going to face the direction of movement at all times, but that is separate from the camera direction. This allows the character to move toward the camera, or to move laterally, unlike first person mode where you’re always looking where the character is looking. But, it also means that the [FONT=Courier New]yaw value from [FONT=Courier New]GetBaseAimRotation() will always be 0 when using the default third person setup, so you can’t drive left/right aiming off of it. You can still take the pitch value from [FONT=Courier New]GetBaseAimRotation() to feed your up/down anim offsets if you want the camera height to dictate where the character is aiming, but the left/right aiming generally has to come from somewhere else.
Maybe I should back up a second. Do you have have aim offsets for your character? If you want help with the aiming algorithm, you need to tell us what kind of aiming mechanism you plan to use. Unlike first person perspective, there isn’t really a single obvious approach, so we need to know more to help you.