When the player is controlling a Character actor, using the CharacterMovementComponent (CMC), unexpected movement corrections will occur while standing still on a movement base that is rotating. ...
Character jump height is dependent on framerate, where lower framerate can result in reduced jump height. ...
At some points the rotations will diverge briefly while the client and server attempt to rotate to the orientation direction by going different directions about the rotation axis. ...
Very few net corrections are displayed when using p.NetShowCorrections. Note: The attached image shows the results using the same settings in 4.22.3 Tested in: 4.22.3 CL#7053642, 4.23.1 CL#96314 ...
Strange behavior concerning Character Movement Network Replication and a Water Physics Volume. Upon entering water volume, Character Movement mode is set to swimming, however if more than one clien ...
In UCharacterMovementComponent code such as PhysFalling, RestorePreAdditiveRootMotionVelocity is called before FVector OldVelocity = Velocity; leaving OldVelocity in a pre-additive state making furt ...
Characters can become stuck and unable to move as they slide against very steep capsule collision. This seems to be caused as a result of ProcessLanded begin called within UCharacterMovementComponen ...
With 'Maintain Horizontal Ground Velocity' disabled in the first person character - velocity is not set to zero when stopped by collision while moving in a negative direction. Confirmed in 4.23 ...
UCharacterMovementComponent::SimulateMovement line 1729 checks: if (!bHandledNetUpdate || !bNetworkSkipProxyPredictionOnNetUpdate || !CharacterMovementCVars::NetEnableSkipProxyPredictionOnNetUpdate) ...