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How do i configure the bounce when i jump on top of a character?

Hello, when i jump on top of an enemy, he gives a little boost jump (kinda like super mario), how can i configure or disable that? I'm also experiencing some weird projections when my enemy is in ragdoll and i jump on top of him, sometimes i get projected to the sky and sometimes i'm projected so far i reach the bounds of the level.

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asked Dec 03 '14 at 12:16 AM in Using UE4

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xlar8or
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2 answers: sort voted first

Hi,

in your Character Components setup, select the CapsuleComponent.

Under Collision change Can Character Step Up On from ECB No to ECB Yes, your character won't be bumped away anymore (but it will walk upon others head so you'll need to handle this by yourself)

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answered Dec 17 '14 at 03:38 PM

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avatar image Dec 31 '14 at 08:30 AM

Hi,

I just found the "real" bounce tweaking value, in the CharacterMovementComponent, change JumpOffJumpZFactor to something smaller (if you don't want your character to be allowed to stand on top of another)

 /** Fraction of JumpZVelocity to use when automatically "jumping off" of a base actor that's not allowed to be a base for a character. (For example, if you're not allowed to stand on other players.) */
avatar image xlar8or Dec 31 '14 at 11:53 AM

Changing the Can Character Step Up On worked if i set it to ECB Yes to all the components. If i leave it as ECB No and i set JumpOffJumpZFactor to 0.0 it stills bumps off the character, shouldn't it prevent from bumping?

avatar image Dec 31 '14 at 12:12 PM

I just checked how JumpOffJumpZFactor is used internally in C++.

When an actor must be pushed away from another due to Can Character Step Up On being set to ECB No, the CharacterMovementComponent generate a random Vector as new Velocity for the actor trying to step on. Then this vector Z part is forced to JumpOffJumpZFactor x JumpZVelocity so even with a JumpOffJumpZFactor of 0 your character will still be pushed away on the X/Y axis.

BluePrint method:

You can either stick on the ECB Yes method and make your own sliding code when your character is on top of another (by changing its velocity)

C++ Method:

Or create your own class inherited from CharacterMovementComponent and override the JumpOff function to compute the Velocity when stepping onto another character.

avatar image xlar8or Dec 31 '14 at 12:14 PM

Understood :) Thank you for the detailed answer :)

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We're having this issue also.

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answered Dec 17 '14 at 08:51 AM

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KillerPenguin
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