CharacterMovement BP swimming "Out of Water Z" is not working

I’m trying to disable jumping when changing movement modes from swimming to walking but changing the “Outof Water Z” value doesn’t affect the jump height at all. It’s a third person template and the ThirdPersonCharacter blueprint → CharacterMovement component → Swimming section.

And there’s a typo as well: “Outof” instead of “Out of” - missing a space.

Here’s a related question back in April and the issue is not resolved yet: Can't Edit Out of Water Jump Height - World Creation - Unreal Engine Forums

Hello ,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed set of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints that may be involved with this issue?

Hello, I’ve just created a new Third Person BP project, put a physics volume by stairs and set it to water: http://prntscr.com/93wl2s

If you enter the volume and exit it - character jumps out of it as expected.

Now if you enter in the ThirdPersonCharacter blueprint and change the “Outof Water Z” setting of CharacterMovement component to either 0 or 4200 - it doesn’t affect jumping at all. http://prntscr.com/93wogi

The character jumps up the same height on volume exit.

Edit: I am interested in disabling the jumping out of water personally so it would be nice to have a character walk out of water instead of jumping by setting the option to 0. And it’s not really clear what does the nearby option “Max Out of Water Step Height” as changing it to either 0 or 400 doesn’t affect the behavior as well. You might take a look at it as well.

After looking into your issue it appears that this is working as intended. The jump that you are seeing is caused by the animation blueprint for the third person character. I have provided an example of how I was able to remove the hop when exiting the Physics volume. I hope that this information helps.

Example:

Here I set up Begin and End overlap events. Essentially they will be used to toggle the jump on and off. I also created a new boolean variable, this variable will be referenced by the animation blueprint.

Here I cast to the character from within the Anim blueprint and get a reference to the boolean that was set. With this information I toggle the “Is in Air” boolean to suit my needs.

Make it a great day

Hello Rudy, thank you for helping me out with it, works like a charm!

Sorry for bothering as it turned out to be not a bug but my false interpreting of what has happened there.

Have a nice day