#Alternative: Exposed IgnoredActor array
Alternatively to what I wrote below, or in addition to, it would be great to have access to the IgnoredActor list that the springarmcomponent is using when tracing
That would enable absolute precision and customization of camera effects
Thanks!
Dear Friends at Epic,
#Requested Change For Simplicity of Sweeping Changes
It would be lovely if we had the option in the .h file to select which collision channel the traces were performed in for USpringArmComponent!
This way I could create a custom camera collision channel in my config file, choose how exactly it will work and how exactly other collision channels will respond,
and then only have to change things in my config file whenever I want to make sweeping changes later in project development as to how the camera collision will work.
#Current Situation
Currently, to change whether characters trigger the Spring Arm to contract or not, you have to go to the individual characters’ blueprints and make sure that all components with collision are set to ignore camera.
For example I had a skeleton that had a mesh and a capsule with collision
I had to change both to ignore camera to make the spring arm work as I wanted it to.
#Special Thanks
Special thanks go to Jeff Verba for figuring out this solution!
I spent months trying figure this out on my own and Jeff Verba is the one who figured it out!
#The Change
Again the change would be the a BlueprintReadWrite option to make it so that the springarmcomponent traces against a specified collision channel.
This option I would then set via C++ to work with my chosen custom collision channel
I have extensive documentation about this request because it was my assumption of how things already worked, as you can see in this thread:
https://rocket.unrealengine.com/questions/12637/how-to-make-a-custom-collision-channel.html
I am presuming that wherever the trace occurs you can just just change the trace channel there to be a blueprintreadwrite ECollisionChannel variable
#More Special Thanks
Special thanks to all of you Awesome Epic Devs and Michael Noland for making this awesome class!
It made my life so much easier than implementing my own camera collision system from scratch!
Thanks Michael Noland!
#
Rama