Custom pawn camera changes position improperly when placed in world

So I created a player pawn from scratch within the top down blueprint project in 4.27.2 (Fresh install).

I based the pawn’s camera logic largely on the one that was in the default project but added the ability to change the camera position with the mouse. When I initially started testing, everything seemed to look and work great. But then I panned the camera down and saw that the pawn was off of the ground.

I tried lowering the player start and noticed that when I started the game the camera was under ground. I checked for all kinds of collision and clipping logic but that didn’t seem to be the culprit so I then moved the player start back and just moved the mesh within the pawn down. The root is a collision box so it was no issue to move the mesh.

The end result was the same, but this time I hit eject and noticed that the camera and boom arm just moved to a new location within the pawn mesh. I honestly cannot figure this out but it is not a complex blueprint or pawn so I am at a loss as there is little more that I can think to check.

I will include a couple pictures for reference but can add whatever additional info is required to anyone that can assist.


Looks like your camera is colliding with the mesh. Try to lift spring arm coordinates, it will fix the issue

The spring arm is the same in both cases. It is set to 1000. If I set it to 5000 same results. Moving the boom arm up also did not fix it. I think this is something to do with the way I built the pawn. Maybe something in the heirarchy.

I have such hierarchy and it works well