When the player is controlling a Character actor, using the CharacterMovementComponent (CMC), unexpected movement corrections will occur while standing still on a movement base that is rotating.

Steps to Reproduce

Critical steps to reproduce: have a large rotating movement base

I reproduced this by modifying QAGame's TM-CharacterMovement test map in this manner:

    Find the section of the map that has 4 moving platforms set up to behave differently.

    Find the platform that is rotation-only. 

    Scale the platform to be slightly larger, so it's easier for clients to jump onto it reliably.

    Reduce its Rotation amount to be less, like 0.1 or so. This will slow down the spinning speed, making it easier to test.

    Save it

At runtime...

    Enter this in the command console: p.NetShowCorrections 1

    In Editor Prefs, turn on Enable Network Emulation. Any low-latency situation should work.

    Run PIE as a Client

    Jump onto the rotating platform and stand still. 

    Observe periodic or steady corrections occurring (debug capsules will appear) while not moving.  These will be more frequent if you are far away from the center of the platform, and may even go away if you're close to it.

      • you can also run as a Listen Server with 2 clients to see the server's perspective more clearly


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ComponentUE - Gameplay - Player Movement
Affects Versions5.05.0.3
Target Fix5.2
Fix Commit22461008
Main Commit22461008
CreatedOct 5, 2022
ResolvedOct 12, 2022
UpdatedOct 25, 2022
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