Having strange issues when the character turns at a sharp direction. The character’s model keeps falling off from center of the character to more in towards the direction where it faces after a turn. Any fixes for this?
The basic 3rd person template moves normally (comparatively); why not just model your movement from that? And, as to the mesh protruding from its capsule; perhaps, it’s always outside…? Uncheck Hidden in Game option to verify location of capsule. Again, just modeling your setup after the 3rd person template should at least get you to the starting line.
yeah, pretty much everything is default in the BP. Might be something with the ABP?
I would consider switching back to the default manny momentarily to see if the issue persists.
If yes, export your character to a blank template and verify the same.
If no, check your character’s root location, etc.
Also, have you confirmed that your mesh is concentric with your capsule?
Still the same issues with regular abp and default mesh. Strange. The capsule moves with the mesh just fine, even during attack anims with Enabled Root Motions.
Almost seems like the mesh is not centered on the root or capsule component. Can you show the viewport rendering of this class? And any code being used for rotation?
Forgot to reply to you in my pic response
Have you tried your character imported into a new blank template? Within your project, is your root bone offset in some way? Or are you using the GASP system’s Offset Root Bone node?
Looks like the mesh is might be off centered from the root
If I understand your responses correctly, the issue is occurring in newly created blank templates. In that case, you must’ve changed some setting(s) and I couldn’t tell you which. If all else fails, defaulting all setting or reinstalling UE should correct that.
Otherwise, without more information, I can only offer ideas as to how you might achieve that effect and you can reverse engineer them to maybe call to mind the code that’s doing it.
- Teleport node
- Blend Space (oddly setup or no blending maybe)
- Turn-in-place system, but with no animations, with animations playing infinitely fast, or connected via a Play Montage node with no mesh attached (which means effectively no animations)
That’s about all I can blindly guess.
I’ll have to check some of these possible symptoms when I get to a more proper workspace. It’s very strange and I don’t know what’s causing it. everything else about the character controller is fine as far movement, animations, root motion in animations, etc. playing, fx, notify states, etc.
I believe it is somewhere in the actual BP script that this issue is happening. I’ve tried multiple other ABPs, along with the original character model, and this issue is still happening.