Add an optional first person camera view for the tank.
After adding the first person camera, there is a bug where if the crosshair overlaps with the player tank's barrel, the aiming architecture attempts to find an aim solution to aim at its own barrel (which it obviously can't) which causes the barrel to just vibrate. Again this is another overarching issue with this aiming architecture. May be able to fix this in TankPlayerController::GetLookVectorHitLocation and remove the tank barrel from the raycast collision channel.
One possible solution would be to have the first person camera be clamped to the barrel of the tank, rather than be attached to a spring arm. However, the entire aiming architecture would need to be reworked. Tank aiming would need to be set directly from player input rather than the tank aiming at the player's crosshair, which depends on the player's crosshair and thus the camera positioning.
Add an optional first person camera view for the tank.After adding the first person camera, there is a bug where if the crosshair overlaps with the player tank's barrel, the aiming architecture attempts to find an aim solution to aim at its own barrel (which it obviously can't) which causes the barrel to just vibrate. Again this is another overarching issue with this aiming architecture. May be able to fix this in TankPlayerController::GetLookVectorHitLocation and remove the tank barrel from the raycast collision channel.