Floating Character

Hello everyone!

This is my first time working with moving objects in Unreal Engine 5, and while it has been an exciting learning experience, I’ve encountered a couple of challenges that I hope you can help me with.

Problem Description:

  1. Floating Character Issue: When my character stands on a moving object (for example, a platform falling downward), the character does not stay perfectly attached to the surface of the object. Instead, it “floats” slightly above the platform, leaving a small gap between the character’s feet and the platform’s surface. I suspect this might be related to how the physics or collision is set up, but I’m not entirely sure how to fix it.

  2. Animation Offset During Movement: When my character triggers an animation (e.g., climbing onto an object), and the object moves during the animation, the character doesn’t stay “glued” to the object. Instead, the animation continues to play in the original position where it was triggered, causing a visual mismatch. I assume this happens because the animation doesn’t dynamically adjust to the object’s movement, but I’m unsure how to ensure the character stays aligned with the moving object throughout the animation.

For point 1. There is a checkbox setting for objects I believe it’s called " is rotation base" enabling this in the object being climbed on may help here, the floating could also be due to collision primitives and relative location. Example you have a box with a square collision primitive sized to it perfectly, and a player with a capsule collision primitive, but the bottom(feet) of the skeletal mesh is a few points above the bottom of the capsule in relative space, this could cause this. Perhaps look into those scenarios.

For point 2. It could be a long the same lines as far as referring to relative space. The animation, unless otherwise instructed, will only happen in local space and won’t typically affect the actors world placement. You need to simultaneously adjust the actors location or attach it to the object. Id recommend looking into animation montages if you haven’t already. I found them a little confusing to begin with but they’re great for executing functions, events and a variety of other features on que or notify with the animation

I couldn’t find the specific thing you mentioned earlier (“is rotation base”)

I’ve attached two screenshots to help explain my point better:

  1. The first one shows the logic behind the “falling” cube.
  1. The second one demonstrates the visual result of how it behaves in the scene.

The rotation base toggle is in the details panel of an object or actor BP or in the world editor. As far as the falling cube. Is the image you posted while the cube and player are falling or standing still? If they’re falling it may be fixable by increasing the gravity scale or mass of the character, as the platform/cube may be falling faster than the players gravity. If that’s while standing still it looks like a collision issue.

On a side note, if there will be multiples of this falling cube, you may consider running that functionality on the engine default physics and locking it’s rotation axes(or not depending on what your wanting to happen) running this on tick for numerous actors seems counterproductive when the engine has built in functionality for this

Floating character Issue solved, animation offset still pending

  1. I solved the 1st issue by adding Foot Placement node in ABP of the Character.

  2. I was wondering if there’s any video guide or tutorial that demonstrates how to achieve something like this? It would be really helpful to see the process in action, especially when it comes to adjusting the actor’s location or attaching it to an object.

Look into anim montages. You can setup notify at desired point in the animation to call events or a variety of other features, in your case adjusting location or attaching an actor