Problem with the third-person camera

Hi, I’m new to Unreal. I’m trying to create a simple scene where the player goes up some stairs and walks around an upper level. I’ve managed to switch between first-person and third-person view by pressing a key, but I generally want the scene to stay in third-person.

Here’s a sample video.

The problem is that when I start the game and move using the arrow keys, I reach the stairs and have to grab the mouse to rotate the view. I keep walking with the keyboard, reach the first section of stairs, and the same thing happens—I have to move the mouse. And so on, for each turn. I know there’s very little distance between the character and the camera, so I’m not sure if that’s the reason. But this isn’t playable at all, I mean I’d like not to use the mouse.

From the ignorance, my thinking is that the camera should stay anchored even during turns, but I don’t know why it doesn’t. This is my camera setup

Since I’m a beginner, I wanted to ask how could I fix this or if there are any resource where I could see it, in order to learn, as I haven’t found any video tutorials about this and chat gpt gives me wrong instructions.

Hello @Unediense!

Welcomt to UE! Indeed, the default 3rd person camera can become a bit jittery on enclosed spaces. A similar scenario to yours was encountered in the thread below, and was resolvedd by switching the camera to a spring arm component.

There’s a solid guide for this type of setup on the tutorial below, this should give you better control of the camera when cimbing those stairs:

In case the camera is still to close for your liking, an alternative would be to setup fixed angles for the stairs sections, Resident Evil style:

Hope this helps!

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Hi! Thanks a lot! You won’t believe it, yesterday I was watching the first video! In fact, I made the ‘rotation’ part thinking it would solve this issue, but what it did was make my character walk sideways, which in this case wasn’t realistic, so I had to delete the setup. I also saw that the socket part had nothing to do with my video; it’s precisely the ‘spring arm’ section that I hadn’t seen, I’m going to try. But it would cool switching to a fixed camera system with 2 o 3 cameras for those smaller spaces, with trigger boxes as the second video. I think it will avoid the camera clipping with the body -which is terrible and unaesthetic-