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Character moving and cliping through floor when crouched

I've wrote a crouch BP and made a crouch idle/walk blendspace that works perfect with the UE4 character but when I try to set up Art Activated's new SciFi Male Character from the marketplace the character is actually moving down and cliping through floor when crouched. I've tried everything I can thing of but I'm starting to think it's somehow a problem with how they've created the character. Is anyone else having any issues with this character or just this issue in general and knows a way to fix it? If anyone has any advice I'd really appreciate it.

Product Version: UE 4.8
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asked Aug 25 '15 at 09:58 AM in Blueprint Scripting

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It sounds like the crouch has an offset on it and aligned to your other animations.

Its possibly to put an offset on the crouch animation itself. If you open it up and look under the details panel, find the ReImport category. From there you should see a Transform. Trying putting in an offset to fix it. Once you put in an offset, you will need to hit "ReImport" the animation for it to take effect.

Otherwise, if that doesn't work, I would contact the seller and try to get some help from him. Hope that helps =)

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answered Aug 25 '15 at 10:14 AM

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avatar image AlphaHemi Aug 25 '15 at 02:29 PM

Thanks for the suggestions Devero, I have contacted the seller just waiting for response but I'll have to take a look at the Offset option when I'm in studio.

As far as I know it shouldn't have one or be any different because it works perfect with the new default UE4 character rig and both the animations I'm using and the character I bought are using that same rig..

avatar image AlphaHemi Aug 25 '15 at 10:38 PM

Hey Devero , Thanks a lot for letting me know about reimporting and changing the transform settings it's so far exactly what I needed, just going to take a bit longer this way.

I'm still unclear as to why it's happening with this one character but at least I can get back to work now. I really appreciate you taking the time to help me out.

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