Description

Jumping off an object moved by a matinee that is stopped during movement will impart a velocity to the character, even though the object appears to be stopped. This is because ComponentVelocity is only updated when the interp track is ticked, not when stopped or paused.

Steps to Reproduce
  • Have a matinee set to move a static mesh laterally.
  • Interrupt the matinee with a Stop() call. The mesh will stop moving.
  • Have a character move on to the mesh, then jump up.

Result: Character will jump up but with some horizontal velocity as well, imparted from the last velocity of the mesh before it stopped moving.

Have Comments or More Details?

There's no existing public thread on this issue, so head over toAnswerHub just mention UE-30077 in the post.

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Won't Fix
ComponentGameplay - Player Movement
Affects Versions4.114.12
CreatedApr 28, 2016
ResolvedJul 7, 2016
UpdatedJun 23, 2018