Hello,
All the solutions have been for walls, but my circumstance is that when the character JUMPS and the camera is rotated upward, it will clip through a ceiling. If the character is standing, this won’t happen. Any solutions?
Hello,
All the solutions have been for walls, but my circumstance is that when the character JUMPS and the camera is rotated upward, it will clip through a ceiling. If the character is standing, this won’t happen. Any solutions?
Hey again @Leomerya12!
What’s your springarm setup look like? That should be the camera’s “Collision”, so it has to be related to the springarm. Does that ring any bells?
@Mind-Brain , GREAT TO SEE YOU AGAIN.
Yeah, the issue is seen in the video. I show standing vs. jumping. It only happens WHILE rotating the camera. If the camera is not rotated while jumping, no issue.
I also considered clamping the camera’s rotation while indoors while jumping, but I don’t know if I’m:
My concern is that during combat players will curse me out for not being able to see while jumping in this arena.
Ok what I’m seeing is that it isn’t clipping THROUGH the ceiling, but those ridges are causing visual issues, it’s possible that those fins/ridges don’t have collision response. What I think the best thing to do in this situation is to add a flat, big collision to any ceiling like this, that blocks vision channel (or whatever your springarm will react to). That way, it’ll be a smooth rub against an invisible lowered ceiling instead of the bumpy architecture!
Red lines- old
green lines- with blocking volume. ![]()
Yeah, I did that and the camera still cuts through.
I’m considering clamping the camera pitch if all else fails. (Also, because the ceiling is “low”, blocking/forcing a lower jump looks/feels bad.)
That’s really… interesting. Is there a way you could remove those ridges and try it again without them? I wonder if it’s something to do with the impulse part of the jumping code?
Well, the ridges are only in this hallway. In the other sections, the issue isn’t as pronounced, HOWEVER, for the most part, the camera still clips through if too close. Again, I think it’s an Engine quirk, because you have to be JUMPING AND ROTATING the camera.
My original plan was to dynamically lower the camera boom while in air, but that created jitter.
What a headache.
(You should try this. See if a cube/plain fully stops the camera clipping through it as a low ceiling in your jump.)
Well i can’t seem to replicate it unless i disable the collision test.
Just make sure Collision Test is enabled and that the red line is properly lined up with your camera. Try to reduce the probe size too if that does anything.
Well someone is feeling spicy today.
Hello to you, too!
Jokes aside, you’re correct, but I took off collision because the camera zoomed in close to the character, and I didn’t like that either. (Also, THANK YOU for taking the time to try to recreate the issue. Above and beyond, my dude.)
In the end, I decided to clamp the camera, during jumps and only in cramped areas (I avoided this, originally, because I assumed it would feel bad).
To any beginners out there, Get_Player_Camera_Manager → View_Pitch_Min/Max(Output Pin). The other events you see in the graph above are my own.