Character automaticaly bounce inside elevator

Hello, i’m having a problem with this elevator, when it reach a certain speed my character automaticaly jump inside, i don’t udnerstand why can you help me ?

It’s doing it wether i use a timeline or movecomponentto, also when he enter the lift, i attach my character to a capsule component inside otherwise it’s worse.

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I think you’ll find if you attach to something and turn off the character collision it works… :slight_smile:

If i disable character collision he just goes trough the floor and fall …

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Ah, sorry, I’ve got some code to hold the player in one place on tick. But I also turn off collision.

Maybe you have some joy with changing stuff in the character component

It’s hard to tell if they are jumping, or playing the landing animation.

This solve the problem of the character doing it’s jumping thing but now he is flying… he still be able to walk inside the lift !

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How about turning off jump while in the lift?

It doesn’t change anything, in the video you saw i’m not doing anything i’m not touching the keyboard, it seem that I’M jumping but no, crazy right ?

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Is it just the height? What happens if you start from where the problem occurs?

It’s not easy to debug this sort of thing at a distance :slight_smile:

If you wanna make an empty project, and just migrate your character and the lift to that. Put it somewhere like google drive and PM me a link, I take a look. But I’m out of ideas…

Is this a depenetration issue? I thought the character movement component was somewhere described as “glueing” a character to the floor it stands on, but if pushed by external forces (a wall moving) you will note some sort of teleporting behavior called depenetration. I would be surprised if it applies to standing on an elevator floor but who knows?

him “jumping” could actually be the animation blueprint going into a state of “falling” after he depenetrates some distance up.

I’d say… most likely the code handling the movement of the character doesn’t keep up with the velocity of the elevator, pushing the character into the elevator floor then depenetrating up. That’s what I see visually.

Choppy character movement when being pushed, missing hit events. (both when character is not moving)

What bothers me is that it only happens on the video between seconds 12 and 26, while I see no change in speed (verify this!)? Is there anything in the sky colliding or another effect between this time period?

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@Pierrax I am having similar problem but different. My AI is doing that :joy:
Your environment, level, sounds, animation looks way cooler than mine. In my defense, I am still a noob. Please tag me to your post when you find the solution and I will do the same. Thanks.

Hey !

so i just put my rocket in a blank new project with the unreal mannequin here…
I also changed to time to 20sec instead or 50 so the problem happen quicker.

https:/

Also i put another one on the side in a white plane form doing exactly the same thing but there the character just go trough the plane instead, you’ll see!

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Hello no there isn’t anything in the sky, check the link of the project i put just before you’ll get a better understanding, also since i use the normal basic UE character we know it’s not my pawn the prolblem

The first thing id do is debug whether the observed effect is an animation playing that shouldnt be or if the actor itself is actually jumping. Try removing your animation blueprint (skeletal mesh details you can select none or animation asset instead of anim bp). See if it still “jumps”. If it doesnt then something in your anim bp is screwy (my guess)

So the player definitely thinks they’re falling… looking further

This works fine ( without the attachment )

The timeline is 20 secs long.

Basically you were trying to move to far, too quick. The player code can’t handle repositioning that fast :slight_smile:

Turning up the gravity force on your character might weed that out also

After trying and copy paste exactly what you did there, i’m still having this jumping thing like before !

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I’m still having the same result with increased gravity !

20 second TL, also try reducing the height to 50000 ( TL goes form 0-1 ).


Can’t see anything wrong in there