I am developing a 2.5d-esque game (a la Inside, Little Nightmares, etc.) and so I want the camera to be quite a distance away from the player (I’m using a modified version of the 3rd-Person BP) and have the ability to have (very limited) rotation. When the Camera collides with a wall (or other mesh with Camera collision) it slides along the Spring Arm, but I want to know how I can instead prevent the player from rotating the camera further after colliding with the wall.