Hello Unreal devs.
I’ve been having this issue with a custom UCameraComponent file that clips into the plane when the camera moves all the way down. I’ve never had an issue with collision with cameras due to a UCameraComponent being Initialized in a character file along with the springArmCompoent, but now that the main Camera is from a UCameraComponent c++ file comes new collision challenges.
the cpp code for the collision is this:
cameraCollision->InitSphereRadius(60.0f);
cameraCollision->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
cameraCollision->SetCollisionResponseToAllChannels(ECR_Overlap);
cameraCollision->SetCollisionResponseToAllChannels(ECR_Block);
cameraCollision->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Ignore);
cameraCollision->SetCollisionResponseToChannel(ECC_Camera, ECR_Ignore);
cameraCollision->SetCollisionResponseToChannel(ECC_Visibility, ECR_Ignore);
Ive used ECR_Overlap before I used ECR_Ignore but the same results persisted.
If anyone can chime in and help I’ll be eternaly greatful!