Hey @BDelacroix,
I recently did a dive into the spring arm component code while working on this issue:
Inside USpringArmComponent
, the rotation is “lagged” by interpolating between the current rotation and a desired rotation, which is a member variable FRotator PreviousDesiredRot;
So to remedy the difference between the globe-relative rotation, and Unreal’s local rotations, you may have to use a similar approach in the forum post I linked. But instead of (or in addition to) caching the camera’s globe-relative position, you may have to cache the globe-relative rotation of the camera.
This is just a driveby suggestion though. Maybe you’ve already found a solution!