Character Mesh Sinking into Ground – Capsule/Mesh Offset and Collision Complexity Issues

Description:
I am experiencing a persistent issue where my character’s boots (Luna) are sinking into the road surface during gameplay. I have verified the standard offsets, but the character continues to clip into the floor.

Technical Specifications:

  • Unreal Engine Version: 5.6
  • Actor Setup: Character Blueprint
  • Capsule Half Height: 88.0
  • Mesh Location Z: -88.0 (Negative offset applied to match capsule base)
  • Ground Geometry: A Static Mesh “Plane” (NC_ground)

Steps Already Attempted:

  1. Alignment: In the Blueprint Viewport (Left/Wireframe view), the bottom of the boot mesh is perfectly flush with the bottom of the Capsule component.
  2. Collision Complexity: I have opened the Static Mesh asset for the road and set the Collision Complexity to “Use Complex Collision As Simple” and saved the asset.
  3. Character Movement: Checked for “Perch Additional Height” to ensure no additional hover offsets are active.
  4. Mesh Adjustment: I tried changing the Mesh Z to -86 and -88; however, at -88, the boots still sink noticeably into the road geometry during PIE (Play in Editor).

Specific Request:
I am looking for advice on what might be causing this displacement. Could this be related to:

  • Contact Offset: Are there specific Project Settings for physics contact offsets that would cause a character capsule to settle deeper than its wireframe suggests?
  • Animation Overrides: Is it common for Animation Blueprints/Idle sequences to have a root motion or bone offset that causes the mesh to dip below the capsule floor during playback?
  • Physics Prediction: Could the Character Movement Component be predicting the floor height incorrectly on a zero-thickness Plane mesh?

Any guidance on how to eliminate this sinking bug would be greatly appreciated!