To try and get my FPS character to have anim offsets and turn in place. I have followed the tutorials and re-watched them 2-3 times and i feel like all of the logic matches the only issue I am having is;
When the rotate root bone
Causes my character to spin on the spot in the pitch access when I look right or left.
What software did you use to make your character? Maybe it uses Y up instead of Zup and thus the pitch and yaw values aren’t correct? That’s my only guess as your code looks fine.
Oh, the Synty assets use a Mixamo rig so it shouldn’t be a problem. Maybe just try telling it to rotate on both the X and Y axis (Roll and Pitch) one at a time and see which works. If none of the three axes work, then it’s a bigger problem, but I’d imagine one of them should.
So I changed the RotateRootBone to use the pitch (With the rootYawOffset plugged in) instead of the yaw and that seemed to work for the basic rotation.
However i have two new issues, the rotation seems inverted if I look left the legs rotate right, which then causes the animation and body to freak
I also changed how I get the Pitch, Yaw and Roll to use this as.
That’s an easy fix then. Take the float after the break rotator and multiply it by -1 to invert the value. I’m starting to wonder if maybe you’re character is fine but the tutorial is broken. Lol. Have you tried using this code with the UE4 mannequin and see if it behaves the same way? If it does then find another tutorial. If it doesn’t then definitely your model is the issue. I wonder if your skeleton somehow got mirrored? Anyway hacky work-arounds are always the best solution