# How to prevent the player from clipping through static meshes?

**URL:** <https://forums.unrealengine.com/t/how-to-prevent-the-player-from-clipping-through-static-meshes/2560197>\
**Category:** Blueprint\
**Tags:** unreal-engine, Collision, Blueprint, question\
**Created:** [June 16, 2025, 12:24pm UTC](https://forums.unrealengine.com/t/how-to-prevent-the-player-from-clipping-through-static-meshes/2560197 "2025-06-16T12:24:33Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![bytee](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bytee/32/722852_2.png) [@bytee](https://forums.unrealengine.com/u/bytee)\
**Post date:** [June 16, 2025, 12:24pm UTC](https://forums.unrealengine.com/t/how-to-prevent-the-player-from-clipping-through-static-meshes/2560197/1 "2025-06-16T12:24:33Z")

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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.

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**Author:** ![gh0stfase1](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gh0stfase1/32/1194639_2.png) [@gh0stfase1](https://forums.unrealengine.com/u/gh0stfase1)\
**Post date:** [June 16, 2025, 1:40pm UTC](https://forums.unrealengine.com/t/how-to-prevent-the-player-from-clipping-through-static-meshes/2560197/2 "2025-06-16T13:40:01Z")

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Is DoCollisionTest checked on the spring arm component?

Also, this thread has some ideas on the topic if you haven’t seen it already [Spring Arm Problem - Development / Programming & Scripting - Epic Developer Community Forums (unrealengine.com)](https://forums.unrealengine.com/t/spring-arm-problem/745457/12)

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**Author:** ![bytee](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bytee/32/722852_2.png) [@bytee](https://forums.unrealengine.com/u/bytee)\
**Post date:** [June 16, 2025, 2:48pm UTC](https://forums.unrealengine.com/t/how-to-prevent-the-player-from-clipping-through-static-meshes/2560197/3 "2025-06-16T14:48:50Z")

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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.

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**Author:** ![DreadTwoSix](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DreadTwoSix](https://forums.unrealengine.com/u/DreadTwoSix)\
**Post date:** [July 4, 2026, 1:06pm UTC](https://forums.unrealengine.com/t/how-to-prevent-the-player-from-clipping-through-static-meshes/2560197/4 "2026-07-04T13:06:03Z")

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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.

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**Author:** ![illspiritx](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@illspiritx](https://forums.unrealengine.com/u/illspiritx)\
**Post date:** [July 4, 2026, 1:54pm UTC](https://forums.unrealengine.com/t/how-to-prevent-the-player-from-clipping-through-static-meshes/2560197/5 "2026-07-04T13:54:23Z")

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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.
