Hello everyone, I have been working on a 3d platfromer game and this is something that has been bugging me for a while.
While the radius for the capsule collision looks good for not overlaping with walls or other actors, it lets you walk well into the air before falling off a ledge.
Recently I tried solving this by checking with a raycast if there is floor directly below the players center, only when its not faling, and if there is none, then set the player movement to falling and the capsule to no collision for a moment so it falls. It works fine when walking off a ledge but not when jumping over a platform and landing in a point where there is no floor below the center of the player but the capsule collision is still over the floor, then it sets the movement to falling but lands anyway and looks weird.
Maybe theres an already known solution for this issue on 3d platforming games that I dont know about? I tried googling but all the results I got are about other issues concerning precise collisions or skeletal mesh collisions.