Quick answer: Mount the camera on a collision-probing spring arm that shortens the boom when something blocks the line between the car and the desired camera point, then springs back out when clear.

The camera clips into barriers and reveals the void whenever the car runs close to a wall. A spring arm that probes for blockers and pulls in keeps the view outside geometry at all times.

How to fix it

1. Use a collision-probing spring arm

Trace from the car to the ideal camera position each frame; if blocked, place the camera at the hit point with a small radius so it stays outside the wall.

2. Smooth the boom length changes

Interpolate the arm length when it shortens and lengthens so the camera does not snap, but pull in fast enough to avoid a frame inside geometry.

3. Bias the camera height

Raise the camera slightly and aim it down at the car so tight corners and walls are less likely to intersect the boom in the first place.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.