At check the “Use Flat Base for Floor Checks” in CharacterMovement over MyCharacter blueprint, generated at create new fps project with c++, if create large ground with a box(bsp/gsc) 700m~ at center~ the map/camera vibrates some times.
If make a wall and add a curb of 2units, and jump to it the player down, but if use the default collision without “Use Flat Base for Floor Checks” the player walk over the curb.
Thanks for the feedback. I was able to reproduce your first issue and I will be looking into it further. I’ll update here with my results.
As for the second issue, maybe I am misunderstanding your results but the ‘Flat Base for Floor Checks’ should allow the player to walk onto and off of curbs. It simulates the bottom of the capsule as flat instead of round. This keeps the player from sliding off of ledges due to the bottom of the capsule being curved.
Ok, the second is the next test:
Create 2 generic cubes, put one in the top of the other, now put the grid at 1 and make a curb/stair of 2 units in the grid(moving the top cube), now jump on it with the default character, and you can walk over this. Now enable the ‘Flat Base for Floor Checks’, jump on it and you go to fall.
I was able to reproduce what you are talking about, thank you for the screenshot. This is actually working as intended. The ‘Use Flat Base for Floor Checks’ doesn’t just simulate the bottom as flat but it actually calculates the collision with the floor more accurately than the capsule does by itself. So when you have a ledge that small it doesn’t allow the player to stand on it.
In other old games, if the player collision is a box, you can’t call, because the sides are squared and no rounded, but size this “simulate” isn’t a real box solution, this need add more primitives options than a capsule. Ok thanks.