Character stays in jumping state when landed

Having an issue where my fps character stays in his falling state when landed i’m not using any anim bps and he slides for a while unless i press some random keys and move the camera how can i fix this exactly

Could be many things so first things first.

couple of one liner questions to make debugging easy

-Assuming you are using default CharacterMovementComponent, is your component’s state walking after landed? (cause you describe the state is still falling wanted to be sure)
-Are you using motion matching or PoseSearch?
-Do you think this is just animation visual bug?

So it goes like this, my player is the child of this safe puzzle blueprint i bought, i did these things: i print string event on landed sometimes it comes back saying that the player didnt land, i messed around with the frictions of the player but it didnt help, and i also used on landed to force the player back to his walking which never worked

No worries so we know that now character is not going to WalkingState on land.

As next step, since there could be many things causing the problem. It is good to check.

*Is player not landing after jump or another move? Like Slide, Fall without a jump?

Yes, the player slides without me jumping like if he falls off a ledge or he gets launched by a launch pad

Ok thats nice,

So one of the things to check from the top of my head is this.

Can you also send a screen shot checking modified properties on CharacterMovementComponent

sorry for the late reply

May be everything is simple. Animation not checked as " loop " in it’s option.

My player doesn’t have any animations for jumping

so, as you guys can see it takes the player a while before he can normally walk or jump again after he already landed, the false is when he’s on the ground the true is when he isn’t so that’s what I’m trying to currently fix

Your character movement component should be working. since its default it should be generally ok.

When I look at the video that you provided I notice couple of interesting things.

First you character goes on stairs and upon jump it slides back its a different behaviour, if its a ramp even shouldn’t slide if not equal to max climbable slope angle. If you made something custom over there you can check those.

Another thing I noticed, since you are not using animations etc. I assume that footsteps are dependent on something else. Even though it turns true (player not grounded) it still plays walking sound. Is the logic over there you created maybe interfering something?

Also can you check if you scaled your characters capsule component, that can cause some issues sometimes. Try setting capsule scale to 1 if you changed and try like that, you can just change dimensions as radius and half height.

Also further debugging of floor checks can be done like below, so you and we can have a better idea of what is going on. Is it really founding the floor etc.

Cause the checks should be super fast without any delays, I think its not finding the ground somehow.

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This is how my footstep sounds are being handled, I’ll try you ground code


Theres still a delay, but something weird is happening I have to move the players view before it reverts back to normal, what are the things that could cause this exactly

Not sure can you send zip and upload your PlayerCharactere assets here so I can take a look.

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