Hi everyone! I’m using GASP for ue5.7. I changed everything to make it a TopDown shooter twinstick style. Everything is fine, character moves freely and I can rotate the character with the right thumbstick, but the thing I cannot get rid of is the behavior for TPS, meaning the character will face the camera direction every time I press Aim. As I have a fix camera, every time I press aim, the character rotates to the world X axis, I don’t know if its the camera that cause this or some strafe I cannot get rid of with any boolean. I think is camera orientation. If I check Orient Rotation to Movement, it seems to stop doing it, but I loose the right stick rotation, it becomes unresponsive! Any help will be really appreciated!
On your IA_Aim, try setting the player controller’s control rotation to the actor’s rotation.
Thank you for your answer! You mean in the character BP when the enhancedinputaction IA_Aim button is triggered? I don’t really know what you mean ![]()
yeah, put a SetControlRotation node at the end of the enhanced input action IA_Aim execution sequence, and hook up GetPlayerController and GetActorRotation; do this on the character BP you’re using
If you mean something like this… It doesn’t seems to take any effect. What I see is that the right thumbstick is controlling the head, like a look input, and then the body follows, but he always wants to look to the front, so as soon I leave the right thumbstick he reorient himself to the front, even the fire action does the same… My look input is desconnected. Only the move IA are connected. I heard something in the Unreal Engine channel that they put something in the Move logic that makes him always look and Aim to the front, I don”t know, cannot find it!
This is my update aim function which is connected to pre-Tick because that’s how it is setup in GASP. Many things are disconnected which I was testing before.
Is this the behavior you’re looking for? If so, you can disregard my mention of SetControlRotation; all I’ve done here is enable Strafe
Usually this is “Orient Rotation to Movement”, although the way GASP handles it is a bit different. You may have to play with “Use Controller Desired Rotation”, “Controller Yaw” or look in the AnimBP, etc.
yes! Thats exactly what I need! Please explain me how you did it. If I set strafe to true, the character is always showing the back to the camera, looking to the front. I have a fix custom camera I did, I think like you, so the camera is not following rotation, but I think is not the camera the problem, I rotated the camera and he still reset to world x axis forward. All my look inputs are disabled. If I put strafe to false, while using the left stick he moves like it should, like your video, but as soon I press Aim, he rotates to the front, even the fire trace line snaps immediately to the front x axis no matter what direction the character is looking. I did a function for the right stick to rotate while aiming (2nd pic I sent you yesterday), but if i set Orient Rotation to Movement while aiming, then the right stick is ignored. While aiming I can rotate the character with the right stick, but as soon I stop moving the stick, both character and line trace of fire function go back to the world x axis forward. I hope I’m being clear, and thank you so much for helping! Please if you can, can you explain more in detail what you are doing? I think that”s the solution… maybe posting some pictures might help. Thank you!
If you want Strafe/Walk/Run/Sprint enabled by default, first be sure you’re setting your movement input state using the SetMembers node, probably on BeginPlay. There can be problems in some cases when setting the variable defaults directly in the details panel.
Default Strafe Toggle Input
I’m not sure if this will help, but this is necessary to get movement relative to the camera if the active camera is facing facing odd angles, i.e. up in a corner / not along world forward.
The SetControlRotation node is probably not necessary; in this case, it’s used in third-person to snap the “Camera(not used by default)” SpringArm’s rotation to the actor forward. Without it, the actor turns to face the ControlRotation’s forward direction instead.
AFAIK, everything else regarding character rotation in my project is default GASP. There were a few hours spent playing around with OrientRotationToMovement, UseControllerDesiredRotation, etc. to determine what the options actually affected. Keep going and you’ll figure it out ![]()
Nothing of this is working
I use the new camera system with only 1 rig and its fix, no inputs. Its not the camera. Could you be so kind to show me how you have the gamepad right stick input set up? or some function like update aim or Aim rotation?
I accidentally uploaded duplicates of the strafe toggle. Edited my original post to include IA_Look. My UpdateAim/AimRotation functions are otherwise stock GASP.





