My character collision settings are the exact same as the default 3d person character. I didn’t change anything the all of sudden it started doing this.
Hey there @TheFuriouswc! Welcome back to the community! Was the player start you were using moved into the ground? Is the player start set to always spawn
?
Could I take a look at the player’s position in the BP?
Interesting! It does look like the player is successfully being possessed, so may I see the player BP and hierarchy?
That’s the default value
Could you explain what that is
Looks like everything you’ve shown thus far is in order. Is there any offset on the capsule or the skeletal mesh in that hierarchy? Are the animations root motion?
Hey @TheFuriouswc,
Maybe we can work backwards to see if anything outside of your character itself is causing the issue. Do you remember the last change you made before you started getting this error? If you move the character up (say double or triple the height) where does it end up when simulating?
Not that I can think of following along a tutorial by locodev when it happened.
Hey @TheFuriouswc,
What was the tutorial? And what were the results of moving the character to a different location (high above the ground and somewhere else??
Loco dev’s mantle tutorial and no it that doesn’t work
Hey @TheFuriouswc,
Would you mind linking that specific tutorial so we can take a look? Additionally, could we have specifics on what you mean when you say it does not work? Does it teleport to the same location? Is it just spawning underneath the player spawn still then falling?
Any additional specifics with image/video examples will go a long way in solving your problem!
Hey @TheFuriouswc,
What we were looking for was up on the air rather than on another object, however, seeing that your character appears in the floor below the block you set it on, there is confirmation that something in your blueprints is setting the players location to that world height level.
When disabling the blueprints from the tutorial you followed, do you get the same results?
yeah i disconnected the jump function and still happened