I am using Motion Matching in Unreal Engine 5.4.1 and I implementet a Slide (without motion matching) and a crouch (with motion matching). If you then do the things shown in the pictures the animation just goes through the wall. The Mesh origing point stays at the center, just the bones move. I’ve already tried many diffrent settings in the animation like enabeling/disabeling root motion and so on. This Bug is for a long time in my game now and I don’t know how to fix it.
Hey @PanConker!
Well the thing going on here is:
You do not have collision vs World Static set to Block on your Skeletal Mesh.
Your capsule collider is your actual collision. You will need to either:
Enable Block vs World Static on your Skeletal mesh and try that out, though it will be rather glitchy.
Increase the size of your capsule collider, either permanent or at runtime (not really recommended).
Hope this helps!
Both of the solutions sadly don’t work
I found a workaround by disabeling root motion, but The character loses the ability to turn by doing that. Also, disabeling root motion should have the oposite effect in my understanding
This is a known issue in 5.5. Wait for 5.6. They should fix this by then. Turning while standing also.
Hi,
Just bumping this thread to see if there have been any updates now that 5.6 is out. I’m still running into the same issue (even more problematic in a first-person project lol)
I’ve implemented a makeshift ““solution”” using a “braking” system based on line traces here.
Has anyone found a cleaner or more reliable workaround?
Thanks in advance.