I was wondering if it was possible to have a camera as though it were the characters eyes? For example, when the player looks down they see the characters legs, or when they run, they see the arms of the character moving.
That would be “True FPS Mode”, I have seen a couple tutorials, but basically to do this you would want to start with the third person template, go into the MyCharacter blueprint components and delete the "CameraBoom"component.
Then move the camera so it lines up perfectly with the actual character, similar to this screenshot I found:
You will also need to modify the controls so the character moves correctly with the camera, but that is the basic setup.
Here is a tutorial that goes a bit further with this, it is for Oculus but the basic idea is the same.
This is the reason I attached the camera to the characters ‘Head’ socket shown above, this way no matter what the animation is doing, the camera will move along with the head. If the camera is just sitting in position any actions the character performs will not adjust the camera movement accordingly.
Have you tried creating a new socket using the same bone as the current ‘Head’ socket but offset to be further forward?
Otherwise, Epic, it would be great if you could supply the Blue Man with no head on the Market Place for free. This seems to be a common issue on these forums for people who don’t have the ability to remove the head from the mesh itself when making their own 3D titles.
I also setup the anim BP so that the head bone follows the camera rotation. It can get even better if you set up an IK system for the head and somehow clamp the camera rotation so that the head doesnt turn 180 degrees. I think DotCam’s link has solution for those though.