I’m trying to make a true FPS character with a camera that follows the head movement when a specific animation is played or uses the default control with bUsePawnControlRotation for idle and walking/running animation.
For now my character has a camera component attached to the head socket. The camera movement is controlled by the option bUsePawnControlRotation set to true.
I noticed that when this option is true the camera doesn’t follow the head.
Because of that, when I play my animation, I set the value bUsePawnControlRotation back to false and during my animation the camera follows the head correctly but when I try to go back to bUsePawnControlRotation = true (when my animation is finished), I notice a really uncomfortable camera lag that I’m not able to fix.
Throught my BlueprintAnim I’m using the event notify system for setting bUsePawnControlRotation to false and true when my animation begins and ends.
In this video at 0.20, the camera seems to follow the head during a cinematic. This is exactly what I’m trying to achieve! But when the animation is finished I want to go back to normal camera control. And with the system I’m currently using, the change of control is making no smoothed transition of the camera.
Thanks in advance for your help ! I’m stuck for a couple of months now.