in my current 4.11 project, I’m experiencing a strange behaviour from my character mesh.
When initially standing on a surface, the collision works just fine, there is no offset from the ground.
However, when I move a few steps, the mesh suddenly slides upwards a few inches.
After that, when walking it stays at that offset and will not return to the ground.
Then again, a jump seems to reset the offset, and I land at the correct ground level again.
Uploaded a quick video for context, with all collisions shown:
See how in 0:04, the mesh slides upwards and stays there until after the jump in 0:09, just to slide upwards again in 0:11.
I admit my character is pretty custom, e.g. height and width of the capsule are the same… It’s still based off the base character class though.
I noticed that while on a perfectly horizontal surface, there is no offset. On a slightly tilted surface like in the video, it only happens when moving downwards (left in the video). When the tilt of the platform exceeds 15° or so, the offset is always there, no matter what direction you walk.
The height of the offset however is always the same. So when I scale up my character in the editor, the offset become less in relation to the character’s size. But for my current (virtual reality miniature world) game, i really need the character small, or my levels become too large and performance drops significantly.
Anyone seen this behavior elsewhere? I would just love to know what triggers this offset. Apparently there has to be some event that actively offsets the whole character from the previously correctly calculated position - if not, the mesh would always be offset.
Thanks in advance for any hint in the right direction.