Why does my pawn cast always fail when I add a collision to my camera?

Code

My camera is attached to a spring arm attached to a sphere. The camera and spring arm behave fine but the sphere can clip through world static objects. (Mountains, walls, barriers etc…)

I really don’t want that as I want the player to stay within the level’s confines. And since the sphere can go(through even if the other two parts behave fine)they will clip as well and the spring arm won’t stretch forever causing many camera visual glitches and issues.

My cast works fine until I give the parent sphere a collision then the cast always fails and I can no longer move. Which doesn’t make since as the reference cast literally doesn’t depend on the sphere at all in any way.

Any help appreciated.

From what you described I think the cause of the issue is the collision profile of the various objects. By default these objects have set the Camera collision to Block, try changing that to “Ignore” and test if it works.

Yup I ended up setting the actor to spawn regardless of collision and now it works.