Animation is in place but player can't move around

This is it, i don’t know what to do. i tried everything.

how to post the defaults and my settings together? i don’t know what defaults was.

When i spawn him somewhere else its the same thing.

I put the camera down to show how is (not) moving. Otherwise, i can turn around the camera. The camera works fine.

The values that are not default are marked with this small yellow revert-arrow-button.

If you say this, i didn’t changed anything.

Okay, then this is my last try: Does you animation use root motion? Perhaps something goes wrong with it and the root is stuck. If this is not the case, then I’m sorry I couldn’t help you :frowning:

No it doesn’t use root motion in any animations.

My character in some points can walk. He walks and then something it stoping it like something its hidden in front of him.

When your character bumps into something and cannot walk forward anymore, can he still walk backwards?

Also, I’ve been able to reproduce this behavior! It happens when I spawn the character a bit too low, so that the capsule bottom is bit sunk into the ground. Normally, when the game begins, the character movement would resolve this. But when I restrict the movement to the XY plane, they character can’t go up so it is stuck into the ground. But when I now press W, I get a velocity without any movement. So do you have Planar Movement enabled in your character movement component?

First i didn’t enabled. Now that i enabled its the same thing. And something else, my animations isn’t correct, for example when i press W it strafe and doesn’t walk straight. Is something wrong in the blend space?

Is the second question about animation or movement? When it’s about animation: In your animation blueprint you feed “Get Control Rotation” into the “Calculate Direction” node. Try using the rotation of the pawn (I think something like “Get Actor Rotation” should work). When it’s about movement: You move in the direction of the controller when you press “W”. The rotation of the controller is controller by the mouse.

man i can’t get through this. i need to fix my character so can continue with the rest of my game.

Do you have the possibility to create and share a blank new project with the assets needed to reconstruct this behavior? Then I could have a look on it. Otherwise I’m afraid that after all these things you’ve checked I’ve run out of ideas.

So i confirmed that something invisble blocking the movement. so my character has been created correctly. but how can i found what is blocking it?

You can put your character into a new level with just some floors and a light and see if he is still stuck. If not, then something from your original level blocks him.

i did this and thats why i confirmed it. But how to fund what blocks him?

First scenario is that there is any kind of actor in front of him that has collision enabled. Checking this should be easy because there must be some actor visible in your editor (unless you spawn something on BeginPlay).

Second scenario is that the ground geometry is blocking him somehow. In the character movement component there should settings called “maximum walk angle” and “maximum step height” or something like this. Perhaps increasing this values helps.

To address the concern of:

I have found that changing the view mode to Player Collision can provide a great resource to finding any errant collisions in a level. I have provided an image for clarification.
418PlayerCollision