Hey folks! I noticed this issue in Unreal with how the Character Movement Component handles landing. Video:
(https://youtu.be/ZiosOw8chpM)
Every time the character lands, the capsule “pops up” 2.5cm to maintain its usual ground distance. I guess this is because Walking characters maintain this distance but Falling characters do not, so the feet always go through the floor and the capsule position always pops up. Why doesn’t the capsule just use this collision distance while falling also so landing is smooth?
I found a workaround by scaling the capsule + or - 2.5cm OnMovementModeChanged, but I’m curious if other folks have noticed this or found other solutions.