Character floats when walking through a door

Hey all,

I don’t understand why this is happening but it seems that my character believes he is falling when he passes the threshold of a door. Its only for a second while the character is directly under the frame. The size of the door does not seem to be an issue as absurd sizes still causes this issue. The frame and door are part of a single blueprint both with block all collision and ActorCanStepOn(False). This is a network project so all the components are replicating and the character itself is a server controlled character.

:slight_smile: … this may not be the issue… but have you looked at (and tried turning off/on, temporarily using complex collision as simple) the collision mesh of your door and it’s frame? and the size (especially width) of your pawns collision), It kind of seems like there is some invisible collision going on.

Sorry I’ve been a bit busy lately but thanks for the reply. I’ll give the complex mesh thing a look but i don’t believe it is collision related (I know its not in this picture but i did play it through with the show collisions command and did not see any overlap). Additionally i have had the door up to 50x larger than shown in that picture and had the same effect. My sneaking suspicion is that it has something to do with the replication of movement and whatever detection method they use for checking if the character is on the ground (it may be considering the overhang from the door frame as ground instead of the ground under the character?)

Image with larger door and shown collisions. I also set the collisions on the door and frame to simple with no effect.

wooo it’s a puzzle… sorry mate… I haven’t touched replication…