I build a simple Pawn, only containing the Root, a SpringArm attached to it, and a Camera attached to the SpringArm.
The Spring arms Rotation is 0, -60, 0… like in a RTS, nearly TopDown View.
I set the SpringArm TargetArmLength to 1500. No Colllision Test, cause i don´t need it.
But in Game, the Camera is floating directly ob the Ground… And it doesn´t matter, how high i set the targetArmLength… it keeps the camera floating on the Ground…
There is no Tick Event… nor any other Event beside BeginPlay… that could change the Arm Length…
Has someone discovered that problem and knows how to fix it?
You’re overriding the whole thing in the camera manager? Grasping at straws…
The Spring arms Rotation is 0, -60, 0… like in a RTS, nearly TopDown View.
I set the SpringArm TargetArmLength to 1500. No Colllision Test, cause i don´t need it.
But in Game, the Camera is floating directly ob the Ground… And it doesn´t matter, how high i set the targetArmLength… it keeps the camera floating on the Ground…
How about the angle then? Is it -60?
So not only is the camera sitting on the ground but also not respecting the requested rotation?
Right click both the spring arm and camera in component view. Select “find all references”. In the resulting Search Bar, click the binocular icon to search through all blueprints.
You’ll want to go through every result to see everything that is happening with these two components.
If you cant pinpoint anything, save and try delete and make new ones.
Yep… did that… but no results…
Not surprising… since i´ve only the pawn and the controller… and the controller only spawns the pawn and posseses it ^^"
I set TargetArmLength to 1500
I disabled DoCollisionTest
I enabled CameraLag
i´m currently testing if something with the Player Controller is wrong… when it possesses this Pawn
the camera is the problem though. It is not where it is meant to be. You should go through it carefully as well.
But if you just delete and replace, and then it works, that immediately tells you that indeed there was some value in there set wrong, and you dont have to waste time searching for it (unless you want to )
what sort of actor is this? Template third person?
basicalyl the first thing you want to do is get a version that you know works. Then you can compare differences.
So if you are using a template, try making a new project with nothing in it, and ensure the template is working correctly there with jsut all the default settings.
If that is true, then you know that you’ve done something in the problem project. If its not true, then you knwo there is an actual engine bug.
the principle is to start at macro level, and drill down to details. If you start from small details, you may find the problem but it may take a lot more guessing. Any time you are totally stumped and don’t have a clue where to look, always good to just go with totally fresh project and revert everything to default - then drill down one thing at a time from there.