I have created binoculars with spring arm of camera, but when I activate camera and move camera around in the world then my character falls down through landscape, how I can fix it? Please help me!
I am using ALS Community and default binoculars from there, you can create blueprint of binoculars and create there spring arm with camera and activate it with blend. After moving mouse around my character fall down. I do nothing with positioning of character only camera on binoculars with spring arm.
Can someone create project based on ALS Community C++ plugin and attach camera with spring arm on binoculars mesh object? After pressing right mouse for aiming do camera blend and move around camera staying on landscape which created with world partition.
Please help me, i cannot resolve this issue! Something with bug of engine!
Hello @Ruslanmin2 ,
Well, I’ve been testing different possible solutions, and a few things came to mind that you could try.
First, go to the Spring Arm and disable Inherit Pitch, Inherit Yaw, and Inherit Roll to rule out the possibility that the camera is inheriting a rotation that’s causing the issue.
Another simple test would be to temporarily disable Do Collision Test on the Spring Arm, just to rule out the camera collision system interfering somehow.
If it goes away, you could use a custom collision preset that ignores at least the Camera and Pawn channels, as that would indicate a collision-related problem.
You could also run show collision in the console and check what happens to the character’s capsule when you activate the binoculars. If the capsule is also going through the landscape, then the issue is probably not related to the camera. If the capsule stays on the ground and only the view goes below the map, then it’s more likely a camera or Spring Arm issue.
If none of that works, I have a few questions that might help narrow down the cause:
How are you attaching the binoculars to the character?
You mentioned that you’re using Set View Target with Blend. Could you show that logic?
Could you record a video showing the issue with show collision enabled? Seeing the collisions while the problem occurs would help a lot in identifying which component is being affected.
With that information, it will probably be easier to identify what’s causing the character to end up below the landscape.