When moving a character, attempting to change the relative location of one of the character's components is causing it to remain at the default location. If you do not move the character, the locat ...
Force Next Floor Check doesn't work when the player is stopped, even though the tool tip says that it does. User Description: I'm trying to shrink / grow the collision capsule for our needs but wh ...
A separate new flag should be used to control the sweep behavior of characters using Nav Walking behavior in CharacterMovementComponent. Existing assets should upgrade to set the value of this new f ...
Character movement "Flying" can cause incorrect collision when the character is not moving. If the character is not moving, the character will go through the floor in the example provided ...
When attaching a moving character, such as an AI character, to an object in the level with a negative scale, the character is constantly flipping while moving. ...
Phsyical Material returns Default on hit detection even if additional surface types are provided in project settings. This removes the purpose for the physical material or any benefits it could prov ...
Sometimes CharacterMovement stops at very low steps (quite lower than Max Step Height). Capsule radius of Character is 50cm, Max Step Height is 45cm, step heights is around 10~30cm, MaxWalkSpeed is ...
Listen Server Character Movement appears to have no Interpolation causing the character's movement to appear choppy ...
There's a bit of broken (or missing) logic in ACharacter that doesn't account for users having released the jump button. This is a well known issue, and there's even video's describing how users can ...
If client takes a long time to send a move to the server, the server erroneously ticks it for a large time without updating the client's timestamp, causing the server to move the client further than ...