Collision unreliable when character is stationary. Known bug?

I noticed when following the “2D Sidescroller with Blueprints” video tutorial on Wiki that moving platforms created in last step of tutorial do not collide properly with character.

character uses a Capsule Collision and platform uses custom bounding box for collision geometry. Anyway, most of platforms are static, but in final step of video series, platform object is repurposed at a moving lift that player can ride on.

I soon discovered after playing around more that collisions with moving platform are extremely unreliable when character is stationary, or rather, when it is not receiving motion input. Especially when platform is moving right, approaching character from left side.

Several people have mentioned this bug as much as a year ago. After reading these forums a while I haven’t seen anywhere where this issue has been addressed, or any practical work around.

Hi JordanSparkles,

I believe a number of earlier issues with character collision while character is not moving have been resolved in newer versions of engine. Which version are you testing this in? I recreated moving platform from tutorial you mentioned ( https://www…com/watch?v=vwZVlgcMGI4&index=9&list=PLZlv_N0_O1gauJh60307mE_67jqK42twB ) in 4.7.6 but I don’t have any collision issues when character is on top of platform and not moving; character moves along with platform, regardless of direction of movement.

Can you and attach project you tested this with? If it’s too large to attach, you can upload it somewhere like Dropbox or Google Drive and give us a link.

Before I attach my project, I wanted to clarify something and have you test, for me. collision bug does not occur when character is standing upon lift. Make lift move horizontally along x axis, stand character stationary in path of lift and allow lift to collide with player. Minus safety collision box that causes lift to change direction, lift should push character when it collides with it, right? For me, character is pushed by lift if lift collides from right, but if it collides from left it passes straight through character. Please test that for me in your project and get back to me.

Sorry for delay, I was out sick yesterday.

Yes, lift pushes my character horizontally from both directions while character is standing still or moving.

Thanks for getting back to me. I’ve linked my project, I hope you can discover what I did wrong. I have moved on to other projects since then and I made some changes to Paper2DGame outside of what was in tutorial videos, but I never solved this issue so I’d love to know what was causing it for future reference! If you aren’t able to find any problems, could you please attach your own working project so that I can try and find whats different?

Here is project download link: https://.co.nz/#!iddHQYjY!j7qXCsKj0MOywxWkbnF38DWxVnN0e5dcE-LIOssIqB4

Thanks for project. I’ve looked into it today, and I can verify I’m seeing same thing. In my project, if I create a box component attached to sprite component and use that for collision, collision doesn’t recognize my character while it’s standing still. I’m investigating that now as a bug, and I’ll let you know how that goes.

Oddly, removing box component from your lift and resetting collision on sprite didn’t fix issue in your project, so I’m still looking into that as well. I’ll get back to you as soon as I have some information for you. Thanks for your patience!

Thank you very much for looking into this for me!

Hi JordanSparkes,

Sorry for delay. I spoke with developer who works with character collision about this, and he told me that pushing characters with other actors is currently unsupported, and only works in certain situations (such as character moving and applying it’s own force, or up and down movement because character is performing a check for floor, etc). That is works at all for me is unusual, and I have given him my project to look into as soon as he can. I will update this post as soon as I hear anything. For moment, since this isn’t technically supported, you’ll need to employ an alternative method for moving character in directions while it is stationary to react to position of another moving actor.