Third Person 'Survival' Camera - Issue With Strafe Whilst in Default Cam

Hello, if I understood this correctly all you want is to able to strafe without the character orienting to the movement direction, as well as using the camera to turn the player?
Luckily, that is pretty easy to do, just set “Use Controller Rotation Yaw” to **true **and “Orient Rotation to Movement” to false.

This is how to set the variables from within a **PlayerController **blueprint:

http://imageupper.com/s02/1/6/H1398565209648450_1.png

Sure, you can use the “RInterp To” node to achieve that effect.
Jeff Ferris wrote an inspiring article showcasing what can be achieved with interpolation,
be sure to check it out: https://www.unrealengine.com/blog/the-subtle-magic-of-interpto

Here’s a beginner friendly introduction to linear interpolate, and how to make use of it in the material editor:
Starting at 13:30 http://youtu.be/sIMmDVLqh1s?t=13m30s

There’s also an awesome video over at YouTube explaining linear interpolation in more depth:
https://www.youtube.com/watch?v=0MHkgPqc-P4

An example for use in your **Character **blueprint:

http://imageupper.com/s03/1/8/U1398566632641273_1.png

Or, if you prefer, here’s a **PlayerController **blueprint which does the exact same thing:

http://imageupper.com/s03/1/8/U1398566632641273_2.png

Notice that I used Get Actor Transform rather than Get Actor Rotation.
For whatever reason I’m unable to get the actor rotation node while inside a PlayerController blueprint, which seems to be a bug in 4.1 .


I also feel like I have to mention that most (old-school) Third Person games do not interpolate the player rotation to the camera rotation, rather the other way around.
This is how I’d go about adding a subtle, eye-candy smoothing effect to the camera:

Building upon the Third Person tempate ,

  1. Make a new variable named DesiredCameraRotation, of type Rotator

  2. Change the “InputAxis Turn ==> Add Controller Yaw Input
    to “InputAxis Turn ==> Add AxisValue to DesiredCameraRotation”.
    Optionally, multiply the AxisValue by 2 to get the default camera speed.

  3. Add a tick event to handle the rotation:
    **Tick **==> RInterp To, between Control Rotation and DesiredCameraRotation ==> **Set Control Rotation **to the return value of the RInterp.