I spend the last few days making moving platforms in my sidescroller, but when my character gets on them it seems to be afected a little bit by inertia, when I want my character to “be still” on the platform.
And when the character is standing next to a moving platfomr and gets pushed by it, the platfomr clips inside the character and the pushes it.
(Sorry for bad english :s)
that inertia slide is the movement base doing its job a bit too well. when the character stands on the platform the base adds platform velocity underneath, and ground friction never kills the relative slide.
fix: move the platform with velocity on a tick that runs before the character (not a timeline, timelines dont replicate or sweep cleanly), and raise the character ground friction and braking friction so relative motion dies fast. for the push-through case give the platform collision that blocks pawn and move with sweep on, so it shoves the capsule instead of clipping inside it.
for reference, Multiplayer 2D Parkour Game Template, a replicated 2D parkour platforming template for Unreal Engine 5, has the ride plus push handling already wired so you can copy the setup: Multiplayer 2D Parkour Game Template — Replicated Blueprint Platformer Starter | Fab