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SpringArm attached Camera passes into Player mesh on collision

I just started learning UE4 and I am working with a 3rd person camera. It works fine, allowing you to rotate around the character and moves closer to the player when it collides with a wall. But how can I keep the camera from going “into” the player mesh?

Asked with an example:
For example, the player character is up against a wall and the “Player” rotates the camera behind the character. The camera correctly collides with the wall and moves closer to the character, but if the camera gets too close it goes into the character mesh. Is there a way for the camera to avoid going into the mesh? For example, going over the character’s head.