In my current project i noticed some strange behavior with my characters springarm.
As you can see in the attached images, my springarm isn’t even close to roof of the tower.
But if i move the character 10 units up, the springarm for some reason decides to collide with the roof.
Am i missing / not understanding how the springarm works or is this a bug?
The Springarm has a probesize of 12
camera rotation lag is active but doesn’t change the behavior if deactivated.
All right, i’ve found the solution.
In the springarm Settings i’ve set the “Target Offset” Z-Value to +200.
I dont understand it completely but it seems to me as if this also offsets the collision check in some way:
“Offset at start of spring, applied in world psace. Use this if you want a world-space offset from the parent component instead of the usual relative-space offset.”
I’ve reset the “target offset” z-value to 0 and instead used the “Socket offset”.
Now it behaves as i i would expect it.