Today I build a simple player pawn, that has a jetpack function where it’s supposed to let the player hover in the air. The Pawn consists of nothing more than a collision capsule (physics enabled) , a skeletal mesh (epic mannequin, with no collision or physics enabled), a camera and the “floating pawn movement” component.
I use an “add force” on the capsule, on a timer (tick is the same result), to apply a force “upwards” (z=1).
Now, whenever the camera is pointing downwards AND a skeletal mesh is chosen, the force seems to be multiplied by 2 (and divided by 2 when “looking” upwards).
When the camera is looking forward, the “add force” functions normally as it should.
I tested this with a fresh pawn, a fresh map and even a fresh project, and the effect is always the same. The skeletal mesh + camera for some reason seems to affect the physics / “add force” and makes it stronger when the camera is pointing downwards.
Also no option in neither the pawn, capsule, skeletal mesh or camera does change this behaviour.
EDIT: Appearently this is caused by the “Floating Pawn Movement” component. When I remove it, the add force functions relatively normally (though there seems to be some random hickups since the 4.25 release).
Can someone look into this? Because this doesn’t seem like it should happen.