Character Movement - First Person sliding depending on pitch angle

Hey All,

I’m going through the First Person shooter blueprints class/tutorial on gamedev and I am at the jumping portion of the character movement and I’m messing around with the ‘jump z velocity’ and what not to see if I can jump on objects and I noticed that depending on the pitch at which I jump is causing me to slide around on the ground and off of meshes. I also notice that looking straight down or up effectively remove forwards and backwards movement.

I’m not exactly sure what interaction is going on with either the capsule or mesh (just two arms) component and could use some guidance on how to prevent this perpetual sliding.

I can’t include uploads at the moment as this is a new account, yet.

I ended up making changes according to the first person prebuilt by Epic. Seems like the inherited mesh is useless then because you can’t attach it to the camera. Seems kinda odd