Player Instant Fall Off Particular Mesh

I’m finding this strange issue where, in my current project, if the player is standing on any instanced static mesh component which has it’s mesh set to either of two particular meshes (two different piles of boxes), and the player walks off - they instantly teleport down to the floor?
This issue does not occur with any other meshes, and the only change I have made in each of the mesh’s settings is to enable complex collision as simple - but I have that enabled for other meshes for which their instances do not have this issue…

Hi Oscar,

This isn’t something I have been able to reproduce internally. I’ll need some additional info.

Try placing the same asset in a new project (1st or 3rd Person Template) and see if it happens there as well.

If it does, could you upload that .uasset or the test project here?

Hi Oscar,

We haven’t heard back from you in a few days, so we are marking this post as resolved for tracking purposes. If you’re still experiencing this issue, please feel free to post back here with the additional information I requested above.

Cheers,

TJ

Sorry, I didn’t realise that there was a comment - Answerhub never notified me.
I’ll try it momentarily.

Yes, importing either of the assets in particular into other projects (using the template player movement) also displays the same results.
However - the asset is a pile of boxes - if the player walks off one of the lower boxes, the instant-falling behaviour is displayed, however if the player walks off of the higher box, the player falls normal. As such I’m guessing it’s some sort of strange bug/glitch in the player step-up logic.

Here’s the asset

Note. You must walk off very slowly, ie. tapping the move button till you start falling then teleport.

Okay, so I was able to reproduce it using the asset you provided above. Thank you for uploading it.

I believe what you are seeing is just the way the character movement component handles the floor check when the capsule is that close to the floor. Your asset just happens to be at the exact height to for it to happen. There are adjustments you can make that will fix it though.

The below setup will make the character fall off of the box before the curve at the bottom of the capsule allows the character to get to close to the floor.

Go into the CharacterMovement component > Details panel > CharacterMovement:Walking

Change the PerchRadiusThreshold = 500
Change the PerchAdditionalHeight = 1

These values may not be exact but they got the ThirdPersonTemplate character to work correctly with your asset.

Other options are to enable UseFlatBaseForFloorChecks. Or adjust the CapsuleRadius down so the character isn’t as close to the floor when they fall.

Let me know if any of these work for you.

After extended use of the slight alterations, I’ve determined that the changed settings are untenable as they hinder movement of the player in terms of jumping on objects - are there any plans to fix whatever is causing this in your calculations at any point?

No, there isn’t any plans to fix it at this time because it’s a very specific case and there are workarounds.

If you have a sample project that you could upload, describe exactly what is happening when the player is jumping on objects, and what you would prefer, I’m happy to see if there are any adjustments we may have overlooked.

Another option if you are code savvy, I’m sure you could dig into the player movement component and change how it is handling floor checks at that height.