My character has two movement modes for unequipped and equipped states.
Unequipped - mouse movement does not affect the rotation of the camera (Default)
Equiped - player SHOULD turn with mouse movement (or controller right analog stick)
I am trying to do all this in C++.
Initially when I achieved this in Blueprints only. I had an AxisTurn variable which was getting a float value from the mouse this way.
then in my animation blueprints I was using the value in my idle → turn transition rules
Then on equipping a weapon, I was switching between Orient Rotation and Rotation Yaw with the Macro
This was done following a BlueprintGames youtube tutorial.
So as it is, I am just trying to translate all this to just using C++ and I think its safe to assume I just need to get the Mouse Axis value when I equip a weapon
Which then should affect the value in my animation blueprint. Unless I am thinking about this the wrong way? Basically the question is, whats the best way to toggle Controller Rotation Yaw on Equip/UnEquip weapons in this case?