#Rival Character Controller Movement Speed
1 messages · Page 1 of 1 (latest)
are you getting this with the out-of-the-box Standard Characters, or have some modifications been made to the code? If modifications were made, I would need to see your character aspect code in order to diagnose this
pretty sure it's switching to air movement for a few frames. can you debug the grounded state when moving into the house. it should be grounded all the time
I'm not yet seeing anything too suspicious at first glance, but @sonic mauve 's theory is promising. Could you log the characterBody.IsGrounded to see if the character gets de-grounded when moving over these slopes?
Yeah, i will do it
It is false for some ticks
On both platforms
Both the stair and house it is false for 3 to 6 ticks
Changing Air Max speed fixes it
are you using anything non-default in your character's StepAndSlopeHandling parameters?
or perhaps have ground snapping deactivated (or a short ground snapping distance)?
It looks like some debugging will be necessary in order to understand why the character doesn't consider itself grounded in that case. I'd recommend making the simplest possible scene where the problem happens (have one floor and one ramp that the character gets ungrounded on), and then add a break point in your aspect's IsGroundedOnHit, and follow the function calls until you see why it determines that the character is not grounded there