Changing SpringArm length has no effect in Game?

I have a curious Problem…

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?

  • overridden by construction script?
  • how certain are that’s the pawn being possessed?
  • something fired Set View Target and confused the camera manager?

All wild guesses!

The pawn gets possessed by the player controller at Login ( the pawn is not a default pawn of the GameMode)

Construction Event is emtpy.

So you if Tick print the springarm length in the Pawn, you get the correct, expected value? Is the Pawn BPs only?

Other than that, colour me stumped :expressionless:

yep… a tick print gives back the Correct TargetArmLength
And yes… BP only

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?

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never touched the camera manager…

As said… i created a simple Pawn Bleuprint… just added a springarm and a Camera to it…
This is the Components List:
01

And this is the SpringArm Setup:

Changed nothing at the Camera… or anything else…

I spawn the Pawn from the PlayerController, and directlky possess it…

Everything looks fine in the Viewport… but ingame… as if the Pawn Nose scrubs the Floor Tiles…

Looks spot on. Sorry. No clue.


If you:

Are you getting the instance name you expect? Fingers crossed for this telling you you’re looking through the Default Pawn.

Nope… “BP_PlayerPawn_C_0” is the correct pawn…

Default Pawn is set to “None” in my GameModes… since i spawn them by myself…

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The camera lag has been accidently set to a very small number and the interpolation is yet to catch up. ¯_(ツ)_/¯


Can you actually move that Pawn and the camera updates / works as expected?

Yep… moving works

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 ^^"

you delete both and set them back up too?

If the components are used nowhere, that narrows things down to some value in the details panel.

You can filter that by clicking here:
image
and set to show only modified.

The only three modified Values are:

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 )

I completely deleted the whole actor multiple times now… and it still happens…

It never happens before… and i dunno what to do from this point…

If the components are not touched anywhere in player controller, doesnt seem like the logical first place to check there.

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.