As far as I know, the Spring Arm Component traces its forward with the distance of Camera-Target Arm Length(you can find it in Details). If hit any mesh which doesn’t ignore camera collision, the camera will transport to the position of collision.
So as long as you alter the Collision Preset to ‘Custom’(or other)(in Mesh Component under the actor - Details), set ‘Camera’ to ‘Ignore’, your camera will ignore it.
There are three things I should remind you of.
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Collision Preset exists in Details of Mesh Component instead of Actor.
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If you want your player to keep collision active with this mesh, don’t forget to set ‘pawn’ in the collision preset to ‘Block’.
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You can set collision presets for each mesh in the scene individually, even if you already set them in BP.
Hope this helps