Hello everyone I am testing this solution, as I need - like so many of us - to have a horizontal collisions rather than vertical. However, in UE5.3 (not sure if it was always like this, as I didnāt need it in previous projects) I have a problem with physics.
Using the suggested solution and then trying to jump in game, often ends up in sliding movement - especially, if I decide to change player direction while in the air. The result looks like sliding on an ice after landing, instead of landing on solid, harsh ground. Itās not desirable in my particular situation.
I tried to tweak various physics settings, but nothing changes. It wouldnāt be too bad, if I was able to - at least - break out of this sliding drag force and keep moving in new direction, but instead, for quite a moment, I canāt really do anything: I just slide and cannot even jump. Has anyone experienced that or have a solution for ir?
@Santaiko I tested it only with basic AI controller, not even entirely as I have 3 characters in my game that I switch between, and they donāt move on their own if not possessed by player. AI-possessed characters seemed to have correct collisions though, but still suffered from the physics problem I described above.
I came up with ugly workaround for this sliding problem. I discovered that the reason for sliding was a never-endig falling mode - instead of switching to Walking mode after landing character remains in falling mode. It basically means I have to enable tick every time the player jumps and check, if player is in falling mode when character is already touching the ground. If character is close to the ground I just force walking mode and disable the tick untill the next jump. It works.
Itās ugly, though, so if anyone has a better solution - let me know.