Player Rotation locked

When i click play, my character is locked to a 180 degree rotation, that means i cant rotate my view point with the mouse to the AI characters and shoot them unless they spawn in front of me. This just started happening after i refactored my pull trigger function in Gun.cpp.

Could you show your code? Please use a code block when doing so by using the </> button.

Gun.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"

#include "GameFramework/Actor.h"

#include "Gun.generated.h"

UCLASS()

class SIMPLESHOOTER_API AGun : public AActor

{

    GENERATED_BODY()

    

public: 

    // Sets default values for this actor's properties

    AGun();

    void PullTrigger();

    

protected:

    // Called when the game starts or when spawned

    virtual void BeginPlay() override;

public: 

    // Called every frame

    virtual void Tick(float DeltaTime) override;

private:

    UPROPERTY(VisibleAnywhere)

    USceneComponent* Root;

    UPROPERTY(VisibleAnywhere)

    USkeletalMeshComponent* Mesh;

    UPROPERTY(EditDefaultsOnly)

    UParticleSystem* ShootParticle;

    

    UPROPERTY(EditDefaultsOnly)

    USoundBase* ShootSound;

    UPROPERTY(EditDefaultsOnly)

    UParticleSystem* ImpactParticle;

    UPROPERTY(EditDefaultsOnly)

    USoundBase* ImpactSound;

    AController* ShooterController;

    APawn* ShooterCharacter;

    UPROPERTY(EditAnywhere)

    float MaxRange = 1000.f;

    float Damage = 10.f;

    bool GunTrace(FHitResult& Hit, FVector& ParticleHitDirection);

    AController* GetOwnerController();

};

Gun.cpp

// Fill out your copyright notice in the Description page of Project Settings.

#include "Gun.h"

#include "Kismet/GameplayStatics.h"

#include "DrawDebugHelpers.h"

// Sets default values

AGun::AGun()

{

    // Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.

    PrimaryActorTick.bCanEverTick = true;

    Root = CreateDefaultSubobject<USceneComponent> ("Root");

    RootComponent = Root;

    Mesh = CreateDefaultSubobject<USkeletalMeshComponent> ("Mesh");

    Mesh -> SetupAttachment(Root);

}

// Called when the game starts or when spawned

void AGun::BeginPlay()

{

    Super::BeginPlay();

    

}

// Called every frame

void AGun::Tick(float DeltaTime)

{

    Super::Tick(DeltaTime);

}

void AGun::PullTrigger() 

{

    UGameplayStatics::SpawnEmitterAttached(ShootParticle, Mesh, TEXT("MuzzleFlashSocket"));

    UGameplayStatics::SpawnSoundAttached(ShootSound, Mesh, TEXT("MuzzleFlashSocket"));

    FHitResult Hit;

    FVector ParticleHitDirection;

    bool bSuccess = GunTrace(Hit, ParticleHitDirection);

    if (bSuccess)

    {

        UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ImpactParticle, Hit.Location, ParticleHitDirection.Rotation());

        UGameplayStatics::PlaySoundAtLocation(GetWorld(), ImpactSound, Hit.Location);

        AActor* HitActor = Hit.GetActor();

        if (HitActor != nullptr)

        {

            FPointDamageEvent DamageType(Damage, Hit, ParticleHitDirection, nullptr);

            GetOwnerController();

            HitActor -> TakeDamage(Damage, DamageType, ShooterController, this);

        }

    }

}

bool AGun::GunTrace(FHitResult& Hit, FVector& ParticleHitDirection) 

{

    ShooterCharacter = Cast<APawn> (GetOwner());

    if(!ShooterCharacter) {return false;}

    ShooterController = ShooterCharacter -> GetController();

    if(!ShooterController) {return false;}

    FVector Location;

    FRotator Rotation;

    ShooterController -> GetPlayerViewPoint(Location, Rotation);

    ParticleHitDirection = -Rotation.Vector();

    FVector LineTraceEnd = Location + Rotation.Vector() * MaxRange;

    FCollisionQueryParams Params;

    Params.AddIgnoredActor(this);

    Params.AddIgnoredActor(ShooterCharacter);

    return  GetWorld() -> LineTraceSingleByChannel(

            Hit,

            Location,

            LineTraceEnd,

            ECollisionChannel::ECC_GameTraceChannel1,

            Params

            );

}

AController* AGun::GetOwnerController()

{

    ShooterCharacter = Cast<APawn> (GetOwner());

    if(!ShooterCharacter) {return nullptr;}

    ShooterController = ShooterCharacter -> GetController();

    if(!ShooterController) {return false;}

    return ShooterController;   

}

And this issue goes away if you remove the gun?

No, i’ve not tried that

Okay…i just tried it. The problem persists, i guess it had nothing to do with the Gun Class

What about your Input Mapping settings?

My input mapping doesnt include anything for the player view point rotation

Could you send me your project by using the following link?

Please use File > Package Project > Zip Up Project for creating the zip as it will only include necessary files.

https://gdev.tv/projectupload