When the CharacterMovementComponent makes the transition from falling to walking, it retains the forward velocity it had while falling. When the character lands on the moving object, its new velocity is relative so it should be 0, however since it still has the falling forward velocity the character skids forward, making the character move faster than the platform they are standing on for several frames.

This was reported and tested in 4.19.2 (CL-4033788). This was reproduced in 4.20.3 (CL-4369336) and Main 4.21 (CL-4383127)

Steps to Reproduce
  1. Open the UE4 Editor and create a new Third Person project
  2. Create a large flat map
  3. Make a physics enabled platform large enough to walk on and jump on
  4. Add 4 wheels to it (4 physics enable spheres with constraints setup so they only rotate in 1 direction)
  5. Add a thruster to the platform and change thrust such that the platform will move
  6. Spawn on top of now moving platform and jump up

Results: After jumping, the character will land back onto the moving platform and slide forward.

Expected: After jumping, the character should land and have 0 velocity or slide in the correct direction so it appears to be gaining velocity, not teleporting forward.

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Won't Fix
CreatedSep 21, 2018
ResolvedAug 18, 2021
UpdatedAug 18, 2021