Character sometimes gets stuck or falls through my lift; works on UTGame

I made a lift. It’s pretty similar to UT’s GenericLift: it uses a timeline to change its mesh’s location after a character steps on it.

But as it moves, the character that’s standing on it shakes up/down a lot, and sometimes even falls through the lift, if it moves too fast up. Most often, the character gets stuck when the lift stops moving.

I noticed this doesn’t happens on UT alpha (even when the lift moves 300 meters in 0.5 second), so my first attempt at debugging this was to copy my lift blueprint from my game to UT. It works fine in UTGame.

Then I investigated UT code and found an override to the character’s function SetBase(), which causes the character movement to tick after the lift’s tick. (look for UTCharacter.cpp void AUTCharacter::SetBase( UPrimitiveComponent* NewBaseComponent, bool bNotifyPawn )). I copied that function to my game’s character and… nope, problem still present.

Finally, I created a new, empty Character class that has only that SetBase function and some basic first person camera. The problem is still present in this “empty” character class.

Could be a problem with tick order (lift movement occurs after character movement update), but that’s supposedly already fixed by SetBase. So… any other ideas?

This is a really important issue i’ve encountered especially in multiplayer games, I hope Epic can use your comparison with UE4 UT to resolve this!

Hi ,

We have been investigating some issues related to characters on lifts, and will have some improvements coming soon. We appreciate the additional information you have provided, and it has already been passed on to the developers that have been working on this. We may need you to do some more tests on this issue once the improvements go live.

Setting bAlwaysCheckFloor as suggested on the other thread didn’t solve this problem. I will test the master build tomorrow. Hopefully said improvements are already there, if not please see if they can upload a new master build. :slight_smile:

If you need anything else, let me know.

I have tested with today’s master build. The problem is still present, unfortunately.

Problem still present on latest preview (CL 2191741). Tested with bAlwaysCheckFloor = true. It is mostly evident on low framerate situations (15 FPS or less). I play with Number of Clients = 6 to force low frame rates.

Hi ,

We are still working on making improvements in this area. Unfortunately, most of these improvements have been pushed back to future versions of the Engine. We apologize for any inconvenience this may cause.