Object jiggling when moving on tileset

Hello. I need help with my 2d platformer game. Im using a tileset for the map and box collision for each tile. However, when an object is dragged on the surface it looks like it jiggles (it bounces up and down and not consistently, I believe it happens on the edges of each tile due to the tiles collision being made from many small box collisions i guess?). When i put it on a regular plane tho it works fine. What do I do…?

Is there a reason why you have it like that?

If it’s not important, then simplify the collisions.

I don’t have much experience with tile sets, but what I understand is that you have to set a collision for each tile in the tile set. I use a simple box collision for that. Could you elaborate on what you mean?

Show it in player collison view mode.


Top left corner.
“Lit”, change it to player collison

Its just a regular box that covers the tile

hm, I see that tiles is a 3d objects, is that a mesh? doesn’t it have it’s own collison.

and wouldn’t it be easier to use one big collision box instead of bunch smaller once?

As far as I can tell, its not mesh and just uses the collision of the tiles. When I disable that the player falls.

I dont think I can do this because Im using a tilemap in order to make complex maps based on tiles, besides thats what I can use to create a 2d platformer. If I use only one box for all the tiles I will have to setup the collision for every map which wont always be as simple as a plain floor and will require a lot of manual work.
In the worst case scenario I ll have to build my own tile system but that seems like unneseccesary work since unreal has the tilemap for that job…

ok, make a copy project, cut it down to minimum to isolate the problem and send it to me in pm. I’ll take a look.

Go to the box settings, collisions, advanced and check Smooth Edge Collisions.

Also, I think it might help, cut the corners of the collision for the box. Like this:
image

Hey, I tried this and looks like it works on some extent, but the boxes now refuse to move sometimes and get stuck… not to mention the drop in performance… looks like there isnt a direct way to fix this…

Well, then just lock the rotation.

Go to physics, constraints, select six DOF, lock all rotation and Y Position.

Also, increasing mass can help to damp the jumps.

Tried a bunch of things, the best fix is to make map collison yourself.

Apparently this issue is not limited in tilemaps. Every time a physics object is moving on a floor that consists of more than a single collision box, the object might jump on the points where the collision boxes intersect. It seems like a pretty annoying issue that unreal should have a solution for…

Hey! I found out that reducing the Collision Margin Fraction and Collision Margin Max to lower values or even 0, almost fixes the problem. Maybe this can help find a more definite solution?

Update: Apparently setting the collision margin to 0 may create other problems…so I’m back to zero. If anyone can find another solution, besides making handmade collision of the map, I’d be very much appreciated…