I’m trying to restrict camera movements when inside a vehicle and I’m having a difficult time grasping how the camera rotation works. I am printing the relative rotation pitch of my first person camera on every tick to try and understand this but I’m confused. My camera by default is rotated by -90,90,0 in relation to my mesh (I do understand the concept of relative vs world). My relative pitch when “looking straight ahead” is 90 as I would expect. When I move my mouse to look down, the pitch output goes down to 25. When I look up, it also goes down (as low as -5, because I’m not restricting the look up as much as look down). Why is this? Shouldn’t the pitch be increasing when I look up? When I rotate the Pitch of the camera in Viewport, it behaves the same way but I also see something really weird there; if I rotate it slowly, the Y value sometimes suddenly jumps to odd values like -400, what am I missing here?
Note that when in a vehicle, I am disabling use pawn control rotation and use controller rotation yaw, because I want to only control the camera separately from the pawn at that point and I am doing so by directly adding rotation to the camera with AddLocalRotation.