Enabling Use Pawn Control Rotation on a SpringArm component does not set the rotation values to zero, and subsequent rotation is not allowed after the setting is disabled

Gameplay - Player Movement - Jan 2, 2016

Enabling Use Pawn Control Rotation on a SpringArm component does not set the rotation values to zero. Subsequently disabling Pawn Use Control Rotation make rotation of the component impossible until ...

The Height of a Jump When Holding the Jump Button is Dependent on Framerate

Gameplay - Player Movement - Nov 20, 2015

Setting the Max Jump Hold Time variable to 1 second, and then holding the jump button produces different results depending on the framerate. In this case, the normal jump is at a specific height, bu ...

Sidescroller Character Gets Stuck on Platform Edges When Moving on Tick

Gameplay - Player Movement - Nov 2, 2015

When converting the character movement in the sidescroller template to occur on Tick instead of key press, the character will begin to run, and then get slightly hung up on the edge of the platform ...

Basing a character on a skeletal mesh does not work with sockets, only bones

Gameplay - Player Movement - Oct 21, 2015

SetBase() only works with bone names, but would like it to work with sockets. ...

WalkableSlopeOverride does not work for individual skeletal mesh body shapes

Gameplay - Player Movement - Oct 19, 2015

Walkable slope override (per-instance override of walkable angles for characters) is not used if edited per shape on the body. ...

Add Movement Input does not work on any pawn that is not controlled by the player

Gameplay - Player Movement - Oct 13, 2015

Add Movement Input does not work on any pawn that is not controlled by the player. Note: this worked in 4.7.6 and earlier. Test project attached. In it, the Player Controller controlled by the acti ...

Setting Auto Possess AI to "Spawned" or "Placed in World or Spawned" will play falling animation

Gameplay - Player Movement - Sep 3, 2015

If the Auto Possess AI is set to Spawned or Placed in World or Spawned then the falling animation will play in the blueprint viewport. ...

(New) Capsule does not change in viewport to reflect new values entered in details Panel

Gameplay - Player Movement - Sep 3, 2015

Adding values in the details panel to a new Capsule Collision Component will not affect the Capsule in the CharacterBlueprint Viewport. *This only effects a new Capsule Collision added to a charact ...

Collision inconsistently responding to pawn collision

Gameplay - Player Movement - Jun 16, 2015

Actors utilizing overlap or ignore collision for the pawn collision channel are inconsistently responding to pawn actors. In some levels the overlap works correctly, in others, the pawn is blocked b ...

Net Cull Distance does not work with Pawn only Character

Gameplay - Player Movement - May 4, 2015

Licensee also posted on Asnwerhub here, https://answers.unrealengine.com/questions/220787/bug-net-cull-distance-doesnt-work-when-the-player.html Also Reproduced in Main Promotable-CL-2535351 & Rele ...