hi, i’m working on a game, i have used the third person template to starting point.
i have a little problem, when my npc (enemy, in my case a zombie) goes near by my player and attack the player, when it overlap the player (collide with it to punch him) the camera moves and the sequence can be viewed because the camera has moved to avoid the collision.
i tried ignoring the entire camera collision, but in that case when the player goes behind a wall i can see him.
i saw the c++ code of the player character and i don’t see (or i don’t know what i’m searching for) anything related to the camera collision.
also tried to move some values in the player’s blueprint but without any success.
i just want to ignore the collision of the camera with my enemies classes to avoid the get away behavior that is happening now to let the player see how the enemie attack him.
if anyone can point to me to a thread or tutorial on how to fix this, that will be very helpfully.
i tried the settings you told me on the npc, but still the same, take a look of the video to see the issue still happening after the change of the settings.
?v=O5TihrxkGCg
also these are the settings that i have changed in my npc blueprint (collision for the capsule and mesh components)
In 5.3 I had the same issue and didn’t find the trace channel setting mentioned above.
But I found the Probe Channel setting on the Spring arm component.
Changing it from Camera to Visibility fixed the issue for me.