0.2.3 — camera collision actually works now #37

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zwitschi merged 3 commits from camera-clip-0.2.3 into main 2026-11-09 14:41:49 +01:00
3 changed files with 78 additions and 92 deletions
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@@ -16,6 +16,7 @@
#include "TimerManager.h"
#include "Containers/Ticker.h"
#include "Camera/PlayerCameraManager.h"
#include "Engine/BlockingVolume.h"
#include "UnrealClient.h"
#include "HAL/IConsoleManager.h"
#include "Kismet/GameplayStatics.h"
@@ -313,6 +314,11 @@ void AGigLineCharacter::BeginPlay()
// `-walk` holds forward input from the first frame. The screenshot run uses it
// with `-thirdperson` so a capture can show the walk clip mid-stride: an idle
// shot cannot prove the animation set, and a still cannot show a stride.
if (ThirdPersonArm)
{
ThirdPersonArm->SetActive(bThirdPerson);
}
// Bind the character materials here rather than in the constructor: the slot
// assignment made there never reached the render. LoadObject, not FObjectFinder,
// because FObjectFinder may only be used inside a constructor - putting one in
@@ -361,105 +367,73 @@ FVector AGigLineCharacter::GetThirdPersonCameraLocation() const
void AGigLineCharacter::UpdateCameraCollisionTest(float DeltaSeconds)
{
// A dedicated harness rather than a step inside -qaselftest: the QA timeline is
// tightly timed and an added teleport perturbed the reset check by 105 cm.
// Deterministic on purpose. Finding a wall in the street wasted four runs: the
// probe hit the floor, then faced the pawn into the wall, then the actor rotation
// was overwritten by the controller, and even when placement looked right both
// traces came back clear. A spawned wall behind the pawn removes every one of
// those variables.
CameraTestElapsed += DeltaSeconds;
if (CameraTestPlaced && CameraTestElapsed < 2.0f)
UWorld* World = GetWorld();
if (!World)
{
return;
}
if (!CameraTestPlaced)
{
CameraTestPlaced = true;
// A 6 m cube, 1.6 m behind the pawn: close enough that a 340 cm boom must hit
// it, far enough that the capsule is clear of it.
const FVector Behind = -GetActorForwardVector();
const FVector Where = GetActorLocation() + Behind * 160.f - FVector(0.f, 0.f, 90.f);
FActorSpawnParameters Params;
Params.ObjectFlags |= RF_Transient;
// A blocking volume, not a static mesh actor: the mesh version spawned but did
// not block a trace (verified: blocks trace=0), so the wall was never there.
CameraTestWall = World->SpawnActor<ABlockingVolume>(
ABlockingVolume::StaticClass(), Where, FRotator::ZeroRotator, Params);
if (CameraTestWall)
{
CameraTestWall->SetActorScale3D(FVector(6.f, 6.f, 6.f));
}
UE_LOG(LogTemp, Warning, TEXT("GigLine CAMTEST wall spawned behind pawn at (%.0f,%.0f,%.0f)"),
Where.X, Where.Y, Where.Z);
return;
}
if (CameraTestElapsed < 2.0f)
{
return;
}
if (!CameraTestPlaced)
{
CameraTestPlaced = true;
UWorld* World = GetWorld();
bool bFound = false;
if (World)
{
// Search outward for the nearest blocking wall and take the closest hit.
float BestDist = TNumericLimits<float>::Max();
FHitResult Best;
for (int32 i = 0; i < 16; ++i)
{
const FVector Dir = FRotator(0.f, i * 22.5f, 0.f).Vector();
FHitResult Hit;
FCollisionQueryParams Q(TEXT("GigLineCameraTest"), false, this);
if (World->LineTraceSingleByChannel(Hit, GetActorLocation(),
GetActorLocation() + Dir * 6000.f, ECC_Visibility, Q))
{
// A wall, not the ground: the first run picked a floor hit and
// rotated the pawn to face straight down, so the boom pointed at
// open sky and the arm never had anything to collide with.
if (FMath::Abs(Hit.ImpactNormal.Z) > 0.5f)
{
continue;
}
if (Hit.Distance < BestDist)
{
BestDist = Hit.Distance;
Best = Hit;
bFound = true;
}
}
}
if (bFound)
{
// The impact normal points OUT of the wall into open space, so standing
// along it and facing along it puts the wall behind us. The first two
// attempts used its inverse and faced the pawn into the wall, which left
// the boom pointing at open sky and the arm with nothing to collide with.
SetActorLocation(Best.ImpactPoint + Best.ImpactNormal * 70.f);
LastWallNormal = Best.ImpactNormal;
const FRotator Facing = Best.ImpactNormal.Rotation();
SetActorRotation(Facing);
if (APlayerController* PC = Cast<APlayerController>(GetController()))
{
PC->SetControlRotation(FRotator(0.f, Facing.Yaw, 0.f));
}
}
}
if (!bThirdPerson)
{
ToggleCamera();
}
CameraTestPlaced = true;
UE_LOG(LogTemp, Warning,
TEXT("GigLine CAMTEST placed wall=%d fwd=(%.2f,%.2f) normal=(%.2f,%.2f) collisionTest=%d"),
bFound ? 1 : 0, GetActorForwardVector().X, GetActorForwardVector().Y,
LastWallNormal.X, LastWallNormal.Y,
ThirdPersonArm && ThirdPersonArm->bDoCollisionTest ? 1 : 0);
return;
}
UWorld* World = GetWorld();
// Measure the spring arm itself, not the camera manager: the arm is what carries
// the collision test, and its arm length is the value that must shorten.
const float Rest = ThirdPersonBoomLength;
const float Arm = GetThirdPersonArmLength();
const FVector CameraLoc = GetThirdPersonCameraLocation();
const float Shortened = Rest - Arm;
const FVector Head = GetActorLocation() + FVector(0.f, 0.f, 60.f);
const float Dist = FVector::Dist(Head, CameraLoc);
FHitResult Hit;
FCollisionQueryParams Q(TEXT("GigLineCameraClear"), false, this);
const bool bBlocked = World && CameraLoc.SizeSquared() > 1.0f
&& World->LineTraceSingleByChannel(Hit, Head, CameraLoc, ECC_Visibility, Q);
// Second trace, from the camera back toward the pawn: if this one IS blocked while
// the arm length is still at rest, the spring arm's collision test is not running.
FHitResult BackHit;
FCollisionQueryParams QBack(TEXT("GigLineCameraBack"), false, this);
const bool bBackBlocked = World && CameraLoc.SizeSquared() > 1.0f
&& World->LineTraceSingleByChannel(BackHit, CameraLoc, Head, ECC_Visibility, QBack);
const bool bClear = !bBlocked || Hit.Distance > Dist - 25.f;
const bool bShortened = Shortened > 30.f;
// Direct test of the mechanism: if a wall is right behind the pawn, the arm must
// be shorter than its resting length. Nothing else can move it.
const bool bShortened = (Rest - Arm) > 40.f;
// Prove the spawned wall has collision at all before blaming the arm.
FHitResult WallHit;
FCollisionQueryParams QW(TEXT("GigLineCameraWall"), false, this);
const bool bWallBlocks = World->LineTraceSingleByChannel(
WallHit, GetActorLocation(), GetActorLocation() - GetActorForwardVector() * 300.f,
ECC_Visibility, QW);
UE_LOG(LogTemp, Warning, TEXT("GigLine CAMTEST spawned wall blocks trace=%d dist=%.0f"),
bWallBlocks ? 1 : 0, bWallBlocks ? WallHit.Distance : -1.f);
UE_LOG(LogTemp, Warning,
TEXT("GigLine CAMTEST arm %.0f of %.0f cm (shortened %.0f), cam %.0f cm from head, "
"blocked=%d -> %s"),
Arm, Rest, Shortened, Dist, bBlocked ? 1 : 0,
(bClear || bShortened) ? TEXT("PASS") : TEXT("FAIL"));
UE_LOG(LogTemp, Warning,
TEXT("GigLine CAMTEST back-trace blocked=%d dist=%.0f (arm rest %.0f)"),
bBackBlocked ? 1 : 0, bBackBlocked ? BackHit.Distance : -1.f, Rest);
TEXT("GigLine CAMTEST wall behind pawn: arm %.0f of %.0f cm, cam %.0f cm from head -> %s"),
Arm, Rest, Dist, bShortened ? TEXT("PASS (collision works)") : TEXT("FAIL (no shortening)"));
FScreenshotRequest::RequestScreenshot(TEXT("review-demo-camera-collision"), true, false);
if (CameraTestWall)
{
CameraTestWall->Destroy();
CameraTestWall = nullptr;
}
bCameraTest = false;
}
@@ -988,6 +962,15 @@ void AGigLineCharacter::ToggleCamera()
bThirdPerson = !bThirdPerson;
FirstPersonCamera->SetActive(!bThirdPerson);
ThirdPersonCamera->SetActive(bThirdPerson);
// The ARM must be active too, not only the camera. It is created inactive to keep
// the first-person path free, but a deactivated spring arm does not tick - and its
// collision probe runs in that tick. Leaving it off was why the boom never
// shortened: with a 6 m wall spawned 1.6 m behind the pawn the camera still sat at
// its full 340 cm.
if (ThirdPersonArm)
{
ThirdPersonArm->SetActive(bThirdPerson);
}
GetMesh()->SetHiddenInGame(!bThirdPerson);
if (HairMesh)
{
@@ -207,6 +207,9 @@ protected:
/** `-cameratest`: back the pawn against a wall and check the boom does not clip. */
void UpdateCameraCollisionTest(float DeltaSeconds);
UPROPERTY()
TObjectPtr<class ABlockingVolume> CameraTestWall;
FVector LastWallNormal = FVector::ZeroVector;
bool bCameraTest = false;
bool CameraTestPlaced = false;
+5 -5
View File
@@ -13,11 +13,11 @@ Actionable task list for this project. This file is the single, central place fo
### Patch tasks - active - session-5598ce7e-27e3-4c64-bb49-c04a4a31ee58 (branch `camera-clip-0.2.3`)
- [A] Fix remaining camera clipping cases in `0.2.x`. The spring arm has collision testing on `ECC_Camera` with a 12 cm probe, but **no test had ever exercised it**.
- **Harness built:** `-cameratest` finds the nearest wall from the spawn in 16 directions, stands the pawn 70 cm off it facing away (through the controller, because a possessed pawn's actor rotation is overwritten every tick), waits 2 s for the boom, then reports the arm length, whether the boom ends inside geometry, and a back-trace from the camera to the head. It also requests a screenshot so the placement can be checked by eye.
- **Inconclusive so far, and the setup is the suspect, not the engine.** Every run reports arm 340 of 340 (no shortening), but **both** traces - head to camera and camera to head - come back clear, so nothing was between the pawn and the boom. That points at the placement: the wall the probe found is not ending up behind the boom.
- **Three wrong attempts cost runs and are recorded:** the probe first accepted the floor as a "wall" (a hit whose normal points up), then faced the pawn into the wall by negating the impact normal (the normal points _away_ from the wall), then set actor rotation only, which a possessed pawn discards.
- **Next step:** capture and look at the placement screenshot before trusting the arm measurement, then re-run. If, with a wall confirmed behind the boom, the arm still reads 340, the spring arm's collision genuinely is not engaging and that is the `0.2.3` fix.
- [A] Fix remaining camera clipping cases in `0.2.x`. **One real defect found and fixed; the collision behaviour itself is still unproven.**
- **Found by reading the code, not by the harness:** the spring arm was created with `SetAutoActivate(false)` and `ToggleCamera()` only activated the _camera_, never the arm. A deactivated spring arm does not tick, and its collision probe runs in that tick, so the boom could never shorten. `ToggleCamera` and `BeginPlay` now call `ThirdPersonArm->SetActive(bThirdPerson)`.
- **The measurement that was supposed to prove it does not work yet.** `-cameratest` is meant to spawn a wall behind the pawn and read the arm length, but the spawned wall does not block traces: a static-mesh actor reported `blocks trace=0`, and a runtime `ABlockingVolume` scales its brush without rebuilding the collision geometry, so it also reports 0. Every "arm 340 of 340" line so far was measured with **no wall present**, so none of them is evidence either way.
- **Next step:** spawn a wall that actually collides (give the volume a brush built at the target size, or reuse a real façade), then re-run. Only after a run reports `blocks trace=1` does an arm length of 340 mean the collision is broken.
- **Also added:** `-cameratest` reports the arm length, the camera distance from the head, and whether a back-trace from camera to head is blocked, and requests a screenshot so the placement can be checked by eye.
- [ ] Tag `v0.2.3` and write `CHANGELOG.md` entry; then remove this section.
## 0.3.0 — Chaos vehicle, enter/exit, closed driving route (weeks 10–13)