2D character flung when jumping into corners

I’m making a 2d platformer and am currently using the default character. I’ve placed a 2d paper tilemap and populated it with tiles making a rudimentary map. The problem is, whenever the character jumps and hits his head on a corner, he’s flung away.

From here…

…to here.

I’ve tried to include the characters general movement settings as well as jumping/falling and physics interaction.
I just want my character to fall straight down instead of being thrown away.

Artist

you could try adjusting the size of the capsule component in your character. or design the character to look more like they should bounce off the corner.

Animator

make a run up the wall animation… make it an awesome backflip attack. or bug the programmer until they make us a ceiling climbing system.

Level Designer

make higher ceilings and play test often. design around the flaws, let it inspire the path. turn it into a puzzle solution.

Tech Artist

in the event graph of your character, on hit, break hit result, if the location of the hit is greater than character’s location plus half the character’s height, get CharacterMovementComponent, Set Velocity to (0,0,0).

Gameplay Programmer

you might need to fix that in C++ with a child class of Character, which uses a child class of characterMovementComponent, with TwoWallAdjust() Overridden with your custom behavior.

Physics Programmer

roll your own pawn and pawn movement component from scratch. or use an actor with a custom projectile movement component.

Any chance you could go a little more in-depth with the tech artist route? I’m having a little trouble figuring out how to execute that exactly.

This is what I got so far

use actor location rather than hit result location.

sorry to bump. I’m trying to figure it out. How can I get actor location instead of hit result location…I’m confused =///// please help me

did you get it? can you share a screenshot of your blueprint? thank you