CameraBoom was parented to ShipMesh, which is rotated 90deg to point the placeholder cone forward -- the camera inherited that rotation, producing a badly skewed near-edge-on view. Reparented CameraBoom to the actor root instead, so its pitch is relative to actor-forward, not the mesh's cosmetic rotation. Also added 5 marker cubes around the spawn point: the level was completely empty, so with a rigidly-attached chase camera, forward/ backward translation had zero visual reference and could look like nothing was happening even if movement was working correctly.
27 KiB (Stored with Git LFS)
27 KiB (Stored with Git LFS)