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)
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.
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
How to delete some elements correctly when deleting an array loop?
UMG RichText not appear image when packaged
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
Why does the volume fog disappear from a distant view?
How to convert the datasmith scene file to BluePrint. Create animations in BluePrint.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-64347 in the post.
7 |
Component | UE - Gameplay - Player Movement |
---|---|
Affects Versions | 4.19.2, 4.21, 4.20.3 |
Created | Sep 21, 2018 |
---|---|
Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |