are spring arms height limited?

It seems that no matter how high i set the target arm length, the camera has reached a certain point. in the example below i set a ridiculous target arm length of 5k, it doesnt make any noticeable difference if i set it to around 1.2k.

For anyone wondering, I’m making a minimap.

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I’m not sure if there is a limit, but it isn’t that low. Your arm is likely colliding with something.

But you shouldn’t be using the target arm length for this. You should use the target offset Z value- that’ll make it go up high without worrying about colliding with something.
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Thanks for your reply! i made sure it isn’t colliding with anything- the world it’s intended to place has no ceiling and i removed any potential meshes it could be colliding with. I’ve tried with the offset as you suggested, but the result is the same.

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Actually, I lied. You should just be changing your location Z, not the target offset. The target offset is still susceptible to collision.
You likely have an invisible collider hitting it somewhere- Maybe even the player themselves.
image

If that doesn’t work, you’ll have to share more details.
Preferably images with the camera selected while playing in game as well as the viewport view inside the blueprint.


This is what the end result looks like, regardless of settings. I did try changing the target offset, the Z location of the springarm, as well as the z location of the capture scene itself.

Here are the settings of the spring arm:

here’s the settings of the scene capture:

I pretty much left everything as default save for the target texture.

Here’s a short video. I tried having the texture be 32x32,64x64,128x128,etc. this doesn’t seem to affect the output.

The only thing I can think of is you having it on orthographic mode.
If that’s the case, either change it to perspective or increase the ortho width

Either that or you have a second screen capture somewhere

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the ortho width solved it. I set this up a couple days ago, so I must’ve forgotten. Thank you so much!

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