CapsuleComponent Height vs Radius Collision Bug

if the capsule component half hight is < twice the capsule radius the character often falls though uneven floors. I’ve get around this usually by adding collision meshes and custom collisions. but I’m working on something simple where id like to use the capsulecomponant and crouch. but when crouch reduces the capsule hight the characters fall through the floor.

to reproduce:
character collision type pawn set to block world static.
mesh floor collision type world static set to block pawn (block all).

my characters follow a spline only X and Y, set capsule half hight= to radius (round capsule), when character runs on uneven floor (i have an uneven ramp mesh using complex collision as simple) character falls through floor.
set the capsule hight > radius (say radius 45 half hight 92) characters never fall through floor.

like i say i can get around this but its bugged me forever
Mac OSX 10.10.3
UE4 4.8.2, 4.7, 4.6, ect.

Hello ,

It sounds like you are attempting to navigate non player controlled characters along a spline and only accounting for the X and Y direction. Depending on how your collision is set up on these NPC’s as well as where the splines are located in 3d space will affect how they navigate.

I would definitely look into using NavMesh bounds volumes to get your AI to navigate in a given area. We have some documentation on how to get started using this volume below.

Nav Mesh Bound Volume

https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/QuickStart/2/index.html

There are a number of different places to affect collision and depending on how you have set up your project will depend on the end result. If you are still having issues please let me know and we can move forward with further troubleshooting options.

Cheers,