I’m trying to fin a way to prevent the 2d Paper character from sliding off ledges or getting launched away while falling and hitting the corner of a ledge. I know that this is due to the Capsule component which can’t be changed. But has anyone found a work around? Currently I’m testing with a box collision set at the bottom of my capsule to detect my floor but I haven’t been able to find any way to achieve this yet. I can not go into c++.
Thank you.
Hmm Use Flat Base for Floor Checks option fixed the sliding off ledge problem but the Character still gets knocked away if falling on the corner of a ledge… Progress.
Oh great, now my character doesn’t keep it’s current velocity lol And Show All Modified Properties has nothing new ick
jeez the actor got corrupted, everything inside of it was in shambles. deleted and placed it again in the world fixed it. scary. This is what one of my structures looked like after the corruption
Quite funy actually, I am trying to reproduce it, because while my velocity on the x axis was not being maintained, it did stop my character from acting like a bumper car when hitting the corner of a ledge…Must, break, engine…
Ok solved. For anyone trying to figure this, I got a pretty solid work around that is easy to achieve. First of all, as mentioned above, the option Use Flat Base for Floor Checks effectively prevents the Character from “sliding” off a ledge.
Now for the “bouncing” away problem(Solution inspired by corruption above lol); all I did was update my X velocity (assuming you are using the X axis in your 2D game and not the Y axis) to 0 when hitting a wall or floor with my Capsule Component. This is what the graph looks like. Note that you don’t necessarily need to set it up with the “floor” and “wall” tags like I did, but for my project it works well.
Cheers!
My bad, you need to make sure that your movement mode is falling while doing this other wise it won’t work well when you fall on a flat surface where you would want to maintain your velocity. To do this, simply add a ==Falling with an “And” node to the branch.
Question, where do the wall and floor tags come from? I have this issue in 3d with static meshes
I’m using a system very similar to this, but it still does not solve the issue of sliding off an object as you try to jump onto it. If the paper character attempts to jump onto a ledge but is barely able to get onto the corner, they will slowly slide down. The exception being if they release the movement key, then the character will ‘pop’ up onto the object thanks “use flat base for floor check.”
Currently I have a bunch of terrible workarounds in testing, including adding Z velocity to help pop them up, increasing their location in Z, and creating wonky collision volumes for platforms. The best solution so far seems to be hacking up the platform collision, where I make the corners into hooks facing upward, so the character can slip into the hook, then settle flat on the platform.
This needs a real solution from Epic however, as a side scroller game can’t be released acting like this ![]()
Can’t have box collision for that, as all other collision bounds are ignored by characters (they can’t be swept for whatever reason).
It’s too bad Epic dropped the ball on this, now many of us have to create a custom Pawn just to accommodate this. We miss out on a lot of the incredibly useful built in movement features, just because we need a box instead of an oval.
I’ve googled this extensively for the past few months, and the closest to an answer I have found is this thread. Anytime an Epic employee comments they say it is on the docket (which it is, backlogged from over a year ago on Trello). I fear that after wasting weeks getting my pawn working they will finally add this feature, so I keep putting it off.
edit: If anyone from Epic sees this, please consider adding box collision in some way to a beta build with a huge BETA warning attached. For many of us we can deal with a reduced feature set (I’m assuming step-up and many other movement features will break with box) just to have box available. Whether it is a separate character, or the ability to replace the inherited oval collision volume.
It’s been awhile, just curious if you had any ingenious ideas since. I’ve given up on this project for the past few months due to this, but since tried getting back into it.
I’d rather not have to create my own pawn with custom gravity just to get around this, but it’s the action I’m currently taking.
I love the edge grab mechanic! Just saying. Also these sprites are adorable, just saying (again).
Anyway, would you be alright with posting your blueprints for the edge-slide-prevention, so I can figure out where it has gone since the last version posted?
Don’t need the source! It’s your baby and tbh I would feel uncomfortable going through it. If you were alright with images, or maybe even the uasset files in particular to the edge-slide… well I would just greatly appreciate it.
Did you end up getting what you needed to work? I had made some pretty good progress with the whole 2d thing but dropped the project a while back.
OMG, THANK YOU SO MUCH Saiodin!
I have been trying to find a way to fix this forever!
All I was missing was right here all along I am so happy. Making a game right now and I was so annoyed with the bounces of edges!
Can you add this back? Because for me link does not work and I have the same issue with edge-sliding ![]()
Can you share the image or blueprint for this edge slide issue?
For me this link does not work ![]()


