How to stop this from happening?
2025-03-07 17-23-56.mkv (13.2 MB)
here is a youtube link: https://youtu.be/Nuoo4H6rZ_o
Hey @SufiGamesYT, I’ll try to help you…
First of all, do you want to remove that effect or do you want to make it smoother? If you want to remove it, you can just disable Do Collision Test from your Spring Arm. If you want to make it smoother, there’s a good tutorial that you can follow here: https://www.youtube.com/watch?v=3WfuIz2A9vo
Let me know if that’s what you needed or if I can help you in any other way!
fixed it but now i got this problem:
https://youtu.be/Uab8Res284c
@SufiGamesYT Have you tried using two spring arms like in the tutorial? Doing that will allow a smoother camera movement, but you need to keep the camera collision for it to work. Looks like you just disabled collision, right?
Another solution would be turning the collision off and creating your own logic for the camera arm collision and interpolation. But I believe the first option showed in the tutorial might be easier. Let me know how it goes!
The camera collision in still on but when the entire camera is in an object it doesnt do anything
@SufiGamesYT Hmm, I noticed you have your cameras attached to the skeletal mesh, so whenever an animation plays, the camera will follow it. Is that what you want to achieve with the face camera?
If that’s the case, I believe you need to make sure you’re mesh is not going inside any object, since the camera is following it. You can do that by increasing the capsule size based on the animations that are playing, or making sure the character’s head does not go leave the capsule during your animations. Is that a viable solution for your project or do you need the character to be able to look over some objects in the level?
It would work but i dont want the character to move avay from for example road barriers like this
since those are short
@SufiGamesYT Hmmm, I see. I think it’s a tricky situation, maybe someone else has a better solution…
But what I can think of right now is: when activating that “look over” animation, you can do a line trace from your character’s head position forward to check for any meshes. If it detects something, you don’t activate the animation (for example, in your first video of the wall in the playground). If it doesn’t detect anything, you can play the animation and achieve that result in the first image of your last post of him look over the fence.
The thing is, because the camera is attached to the character’s head, when it’s completely inside another mesh, the camera will just move to that position. You could detach the camera from the player and create a custom collision system for it using a bigger collision that ignores the player. That way you can tweak the collision size and it might collide with the wall even though the player is inside.