Camera Spring arm vs no Spring arm

Hello,
I’ve been trying to port my camera from Unity to Unreal however I’m not sure what approach to use.

Both spring arm and without spring arm have their problems,
and I have a couple questions regarding the two approaches.

I haven’t tried without spring arm yet though that might be the better option since I don’t quite know how to set up collisions, ray casting isn’t enough, how do I make sure that my camera cannot clip into geometry with its sides?

I have done some things with spring arm but I’ve ran into a problem. I need to be able to change the spring arm position without changing its socket position, aka I need to move either the target or the socket independently from one another but I have not been able to find out how, changing the target offset changes the socket aswell, and this results in a weird jump. So how do I achieve independent socket or target movement?

The socket is at the end of the spring arm and the target at the beginning? Or is my understanding wrong?

Note that lerping to reduce the sudden jump is also no good, as the socket needs to move in some other direction.

I’m kind of a beginner at Unreal, but I want my camera to behave logically identical to my Unity camera.

Thank you!