First person camera rotation with physx

So im having a very weird issues.
I am using physx.
With my parent entity having the physx ccontroller.
The first child entity has a script canvas event for mouse delta x movement to.
The Child of that entity is a reverse facing entity with mouse delta y movement.
Then child of that entity being reverse to forward direction to have forward facing fps camera.

In the delta y movement i am limiting the camera so that it does not rotate more then the expected degrees for fps cameras.
My values are 2 min and 4 max on the x axis.

In the delta x movement its a very simple rotation of the mesh object so that everything is moving in its forward directs.
The rotation is set on its local rotation.
Was having issues with the rotate script canvas node and using physx.

Ok so now that my setup is explained heres my issue.
When my camera y angle becomes lower then 3, my camera x delta becomes very difficult to move.
Any ideas what could be wrong?

If i need to share my script canvas stuff i can.

Edit: I have enabled the console in the editor and now the cam rotation works fine.
This is a very weird issue and not sure what to say about it.

connect it to on press AND on hold not just on hold.

very odd but this does work

Yeah. The devs don’t care enough to let people know this is how you solve this issue so they haven’t updated the documentation about it at all. This is pretty common. Amazon Lumberyard team doesn’t actually care about their users.

@alexescamilla, @wcb

I’m with the Lumberyard team and would like to follow up on this issue with you. Do I understand correctly that you are having to attach both an On Pressed and on On Held script events to ensure you get an On Held input response? I want to try to replicate this. Also, for the documentation, is this the type of issue you would expect to see called out as a note in the script canvas reference for the script event nodes, or were you following a tutorial?

I was following the tutorial on YouTube.
Everything worked but then for some odd reason the camera rotate right and left was being very weird.
In the end attaching it to on press and on held worked.
The tutorial stated just on held.

Sorry for late response I forgot all about this post.
I hope this has helped others.

I was told by a Lumberyard dev directly to use this hack. I can’t recall who it was, but someone on your team is already replicating it.

And yes, especially if someone the team already knows about this issue and what can solve it then it should be a note in the documentation.

Hi @alexescamilla view? I hope it helps in something. Thanks!!

Sorry but you need to stop posting links to documentation when you don’t even understand what’s going in the post. No, it doesn’t help with anything, actually.

Is it correct to assume you were following Basics of Motion 05? I have followed this tutorial in a couple of versions of Lumberyard and am unable to reproduce the result you are getting. Is it possible to host your scripts somewhere so I can take a closer look? One thing I did notice in the tutorial is that it might not go into enough detail about handling the camera rotation and if the raw input value is used to set the rotation, you can get some wild results.