In the interest of flexibility, would it be possible in a future version of the engine to slightly Alter the way the Spring Arm Component decides what it should/shouldn’t test against for collision checks?
Right now the function ‘UpdateArmLocation’ defines and sets up its collision parameters inside the function. If you ever want to create a custom spring arm that ignores something other than a player pawn or a specific actor, you have to create an inherited class of the spring arm in code, and copy-paste the function and alter only one or two lines of code.
Although I don’t expect this function to change much in upcoming updates of the engine, it would be nice to pass in the collision parameters to this function somewhere else, and have them exposed as a variable or another function, where I can add specifically ignored actors, or groups of actors. Right now I have created a custom spring arm component instead.