Attach your camera to a SpringArmComponent and change TargetArmLength to 0 if you want to move the camera directly and then move the SpringArmComponent to move the camera instead.
You can change the ProbeSize on the SpringArmComponent to change the size of the collision sphere on the camera.
Basically what’s happening is I can see my game character but if I rotate down too much it goes right through the ground and just looks bad.
Is there a way to stop this from happening when the camera runs into another mesh to detect that or something?
I think this might be called clipping perhaps but I am not entirely sure and would appreciate some help in resolving this issue, thank you kindly in advance.