I am using Add Controller Yaw Input
inside a Player Controller BP to handle rotation of a Pawn BP. The rotation (yaw) does not get automatically get propagated to the Pawn BP so I have found two solutions to handle this:
(A) Use Set Actor Rotation
to update the Pawn rotation.
(B) Check the Use Controller Rotation Yaw box in the Pawn BP.
Question 1: Do you have an opinion on which approach is better, or is there perhaps a different and better approach?
Question 2: The function Add Controller Yaw Input
affects the Controller’s Control Rotation. What is the reason for this design, and why doesn’t Player Controller directly target the controlled pawn?
Hey there @TheCosmicAC0! Add controller Yaw Input speaks to the pawn class and still must be enabled (your second image shows you enabling it). It basically does the same thing as adding the actor rotation just made to work with some of the internals of the pawn class. This let’s the pawn class interpolate between rotation points based on the input so if for some reason you go from one extreme to the other it’s not an instant flash. Same with the movement component. If you’re using some of the base character classes it’s often the best way to handle rotations. However in your case since you’re working with a vehicle, you may way to process inputs a bit differently.
@SupportiveEntity Thanks for the great answer. That makes sense.