I have an issue with Unreal Engine that I cannot solve, I was relearning some character rig and blueprint creation. Upon creating a new project to try and replicate the process without help, I ran into a strange issue with the default skeletons not moving correctly on the surface of the default 3rd person map. I was puzzled as to why the default mannequin began moving like this, after several deleted / created projects. I uninstalled UE5 and epic games all together and cleaned it out from my pc. Installing it all again, the problem remains. I cannot figure out why this is happening. I am holding down the walk forward, W key and it just stops as if there is something slowing it down, Video: https://www.youtube.com/watch?v=dCUIRV-4S-I
Check if a connected gamepad controller is causing it, pushing in the contra direction. Also less likely, but make the capsule visible in-game, see if it gets rotated and pushing itself into the ground at that angle (yaw, pitch, roll settings related). Verify engine files, to rule out a corrupted or temp file causing it.
Thank you for commenting so quickly! I will see to it this weekend when I have time and report back! I apprecaite your advice!
The capsule has no movement when in game, I’ve verified the game engine files and I’m getting the same results. As for the gamepad controller, I’m unsure how to check that, there are no gamepad controllers connected unless I misunderstand you and what you mean is by the keyboard being considered one as well. What seems to make things work is when I press a random key on my keyboard, the character begins to run normally but when I stop moving the character and restart, the same issue occurs as seen in the video I posted. I should note that I just noticed that the viewport camera also does this weird stopping movement, very similar behavior when moving, but not as strong. I’m at a complete lost and should also note that I’m not fairly knowledgeable with the Editor yet, but I’m looking over my options and will use the manual to create a TPBP from scratch using the official site, but if the viewport is also behaving the same way, I think it might have to do with some kind of setting I might’ve accidentally changed, which I don’t recall at all, and I don’t think it should affect a brand new installation of the engine even if i did, right?
You can also try creating a new C++ project, instead of a Blueprint one, see if it happens in that one too. Also check the keyboard settings, maybe some software running in the background that would make it behave non-standard (hotkeys software, rapid pressing, etc.), also try legacy input, instead of enhanced input.
I used C++ instead and it showed the same results, I then decided to try UE4 with the 3pb and it does the same thing. I’m starting to think it might be an issue with my keyboard somehow which is strange because this wasn’t happening until I did the tutorial on YouTube. I disabled all background programs that map hot keys on my keyboard and I’m still getting the same results. I’ll be moving to try legacy input but I’m unsure how to go about that. I’ll look into it. YouTube tutorial reference just in case: How To Create a 3rd Person Character with Animations | Unreal Engine 5 Blueprints Tutorial (youtube.com) - it simply discusses animation blendspaces so I can’t really see how I messed up the blueprint when I was following this. Perhaps I could upload a blank 3bp project to Google Drive for you or anyone to look at and see where I messed up if that’s possible. Thank you for offering solutions!
I forgot to make that a reply I think ^^
I’ve nailed down the issue to my keyboard (I changed input to mouse and it worked fine) now all I need to do is figure out why my keyboard is making the character and the viewport move so janky. I also tried mapping a single key for movement the same issue happens. Pressing another key while holding the walk button seems to break the janky behavior but other than that I’m lost and thinking of switching engines entirely, I spent quite a bit of money at the market to learn, but ig it was all for nothing. I’ll take a break first and see how I feel lol
Issue has been resolved. A bad USB port must have conflicted with Unreal Engine’s mapped keys. I’m unsure what triggered this. But connecting it to a new port fixed the issue.