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.
Thank you in advance for your help.