It really depends on what you're doing. For example, I can't tell if you're using the Actor Controller with a custom driver or if you're using the Motion Controller (which is an advanced driver). Say you're using the Motion Controller for movement. Then, how the movement interacts with the camera depends on which motion you're using: Basic Walk Run Pivot & Walk Run Pivot use the camera to determine relative input. This gives you movement like Assassin's Creed where the character can face the camera. Basic Walk Run Strafe & Walk Run Strafe uses character relative input. This allows the character to strafe with the AD keys and walk backwards with the S key (ie The Division). Since you mention "MoveRelative()", I'm assuming you're creating your own custom driver. In this case, you can use the functions "Move()" and "MoveRelative()" to control movement. MoveRelative() will take input and assume that's relative to the character's direction. I purposely made the Actor Controller not care about a camera. If you want to make camera relative movement, I would do that in your driver and pass that to the Actor Controller through the Move() function. Honestly, the Actor Controller has worked pretty solid for several years. So, if you feel you have to modify code... it's probably the driver and not the AC. This depends on the camera motor you're using. If you're using Basic Walk Run Pivot motion (ie Assassin's Creed) and then use the 3rd Person Follow camera motor, you'll find the camera is pulled along after the character. The character can face the camera and when they walk away, the camera is pulled with them. Again, very "adventure game" - esque. If you're using Walk Run Strafe motion (ie The Division) and then use the 3rd Person Fixed camera motor, you can check the the motion's "Rotate With Camera" option and now the character will rotate with the camera. So, it depends on the approach you're going for. In the 3rd person camera motors, they are always going to look towards the "Anchor" + "Anchor Offset". Typically that's the head of the character. If you want the camera to look ahead, you could use a different anchor instead of the character and control that offset. You can learn more about Camera Anchors here.