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 ...

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 ...