How to add collision for child of Spring Arm?

Hi all, I’m wondering if it’s possible to recognize collision on a collision sphere attached to a spring arm so that the collision sphere bumps into obstacles and blocks rotation of the spring arm? I mostly accomplished this behavior using traces, however, I realized that a collision sphere sliding over and around obstacles while the spring arm is rotating would be a more elegant solution. Any thoughts on this? Thanks so much.

Hm, it already does that out of the box:

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Is this about wanting more control than this offers?

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Thanks for your reply! Yes, I did not like the default spring arm collision behavior (snapping in / out). I would prefer to just have the camera stop (and slide around if the angle is shallow enough, ie. like a collision sphere or capsule does) when it hits an obstacle… hence this rabbit hole of trying to add an alternative method. :slight_smile:

I thought perhaps of using a second possessed pawn for this which only uses the Control Rotation (using the right control stick) and updating the pawn’s world location to duplicate my character’s movement. Unfortunately, collision in a pawn has to be on the root component (unless you use the “Set Updated Component” node, which doesn’t seem to do anything when the object is a child of a spring arm).

I would have to make the collision sphere the Root Component and then figure out how to make that pawn rotate around my character in a circle… :slight_smile: