Root motion can accumulate large force until finally extracted

Gameplay - Player Movement - Jan 19, 2018

Root motion can accumulate in some cases and then apply a huge force when it ends. See https://udn.unrealengine.com/questions/411340/root-motion-accumulated-while-unused.html ...

Client move combining triggers repeated overlap start/end events on network client

Gameplay - Player Movement - Jan 2, 2018

This is caused by client move combining warping the player back and replaying the move. Workaround is to set "p.NetEnableMoveCombining 0" but that is bad for network bandwidth. We should probably ...

Third person character does not provide velocity in the z direction

Gameplay - Player Movement - Aug 14, 2017

The Velocity in the Z direction does not change (unless the character jumps) when using "Get Velocity" on the character from the third person template. ...

Character floats off of ramp when walking into a wall that is slightly sloped

Gameplay - Player Movement - Mar 24, 2017

Character floats off of ramp when walking into a wall that is slightly sloped. The wall angle is well above the walkable floor angle but the character seems to start walking up the wall regardless. ...

Characters can be pushed through geometry by other characters when on a moving platform

Gameplay - Player Movement - Feb 6, 2017

Characters can be pushed through geometry by other characters when on a moving platform. On this example the character being pushed is forced through a wall that is attached to a moving platform. ...

Crouch node does not appear to have any affect when called

Gameplay - Player Movement - Jan 3, 2017

Crouch node does not appear to have any affect when called. The Is Crouching always returns false ...

Smooth Replicated Character Movement Causes Mesh Transform to be Reset to Default

Gameplay - Player Movement - Nov 22, 2016

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

Gameplay - Player Movement - Oct 6, 2016

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 ...

NavMesh movement sweep behavior should not be based on bGenerateOverlaps

Gameplay - Player Movement - Sep 28, 2016

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

Gameplay - Player Movement - Sep 14, 2016

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 ...