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 ...

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 ...

Listen Server Character Movement appears to have no Interpolation

Gameplay - Player Movement - Jun 14, 2016

Listen Server Character Movement appears to have no Interpolation causing the character's movement to appear choppy ...

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 ...