Hello everyone! I’m using the Character Blueprint provided by the Game Animation Sample in Unreal Engine 5.4.4, modifying it to make it first-person and enabling crouch. The camera is managed via a Spring Arm to which it’s attached, and the spring arm references the head socket bone for head movement (Bobbing View).
The problem
However, when I sprint toward a static mesh or crouch near one, the camera clips through it for a moment before snapping back to its original position. This issue is even more noticeable during crouch: it looks like the camera has a sort of “spring effect,” ignoring all collisions and continuing forward until I release the forward movement key.
Below is a video demonstrating the problem:
So far, I’ve tried increasing the radius of the Capsule Component, which partially solves the issue, but this is bulky and not optimal.
I’d like to know if there’s a method to prevent this problem or if I need to create a brand new first-person Character Blueprint from scratch.
Hey there, I checked to see if DoCollisionTest was enabled (because I honestly didn’t remember) and it was.
I had already looked at the link you provided, but unfortunately it didn’t solve my problem: the mannequin mesh is invisible in my Character Blueprint since I don’t need it rendered so there is no risk for the character to clipping in itself, but I do need the head movement and animation dynamics from the Game Animation Sample.
I lowered the near clip plane to 1, but it still clips into walls and other props, so that doesn’t really fix the issue.
Hey bro did u solve the problem? I’m having the same issue with prone and crouch function. And my character is just capsule component. Spring arm collision doesn’t work.
If character mesh i s hidden, try attaching it 10cm behind the head or so (add a new camera socket to head bone on skele if need be), and lower the FoV a bit to zoom camera in if the offset is noticeable. Or since the problem seems to be run anim clipping head into wall, use a control rig to post process the anim bp, and have it essentially clamp the head’s x location and use a full body ik forward solver to fix the other bones. Look in third person template to see how they did the foot IK.
Or get a new run/jog animation that doesn’t lean so far forward that head escapes capsule.