Attaching Moving Character to a Negatively-Scaled Actor Causing Character to Flip Continuously

Gameplay - Player Movement - Aug 10, 2016

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. ...

Physical Material Returns Default on hit detection

Gameplay - Player Movement - Jul 27, 2016

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).

Gameplay - Player Movement - Jul 11, 2016

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 ...

Can perform infinite "double jumps" when JumpMaxHoldTime is greater than 0.

Gameplay - Player Movement - Jun 3, 2016

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 ...

Client lag/hitch detection can cause server to tick character faster than expected

Gameplay - Player Movement - May 3, 2016

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 ...

RootMotion Malfunctioning When Played in Lower Framerates

Gameplay - Player Movement - May 2, 2016

Root Motion Animations are not functioning correctly during lower frame rates. For example, a character moving forward 2 meters at regular frame rate will move 10 meters at a lower frame rate. Regr ...

Objects moved by Matinee that is paused or stopped retain non-zero ComponentVelocity

Gameplay - Player Movement - Apr 28, 2016

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 o ...

Unpossessing Network Character while Movement RPCs are in Flight could Leave Client and Server in Different States

Gameplay - Player Movement - Mar 21, 2016

Unpossessing a character while the client has unacknowledged RPCs in flight can leave the client character in a different state than on the server. The example given was a crouch request on the clie ...

Clean up NaN checks in CharacterMovementComponent

Gameplay - Player Movement - Mar 1, 2016

Some old NaN checks in character movement use checkf() which will crash, those should be ensures. Other code is inconsistent in using either ENABLE_NAN_DIAGNOSTIC (with side effects), and some users ...