Camera rotation alternative

this worked too

The reason for using the Delta Time as a multiplier for the axis values is to make the camera movement independent of your games frame rate. Right now I would suspect you are running at 120 fps, which appears to be Unreal’s soft cap, and it doesn’t change during your testing due to the simplicity of the game at this time. However, when you begin to flesh out the game and the frame rate becomes more variable (even using VSync the value can change from screen to screen), your camera controls will behave unpredictably.

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