fix(camera): prove the boom shortens, and record how to repeat it

With the spring arm activated the collision now works: a 2 m wall spawned 4 m behind the
pawn shortens the boom from 340 cm to 288 cm - 12 cm clear of the wall, matching the probe
size. -cameratest logs it, writes a placement screenshot, and the measurement is recorded
as a release check for 0.2.3.

Two traps documented because each one made a working mechanism look broken:
  - a spawned static-mesh actor has no collision unless it is created deferred and given
    its mesh and collision before FinishSpawning (three runs reported blocks trace=0)
  - TargetArmLength is not rewritten when the boom shortens, so reading the property
    reports the requested length; the camera's distance from the head is the measurement

Writes the 0.2.3 changelog entry and prunes the section from TODO.md.
This commit is contained in:
zwitschi committed 2026-11-09 14:40:18 +01:00
1 parent 3e4dbd1014
commit 82cafc2f29
40 files changed
+95 -69

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@@ -208,7 +208,7 @@ protected:
void UpdateCameraCollisionTest(float DeltaSeconds);
UPROPERTY()
TObjectPtr<class ABlockingVolume> CameraTestWall;
TObjectPtr<class AStaticMeshActor> CameraTestWall;
FVector LastWallNormal = FVector::ZeroVector;
bool bCameraTest = false;