Download

Player falling trought mesh when the mesh is raising and the player is jumping

Hi, I know I ask this question several time but I did not receive an appropriate answer and I am a little suprise givent that it seem to be a pretty comon problem.

Hi, I have an issue. When my player stand on an actor that going up and jump, he pass throught it. I tried many thing ccd among other, but noting work, any idea how to fix it?
I am using the default first person character and I tested it on many thing including a basic cube with a basic up and down animation on a level serquence player. I only change the input base velocity cause I was annoyed by the inherited physic that coul;d brake my game.

Any Idea how to solve this issue.

Thanks I must admit I am pretty desperate on that one

If you upload your project to google drive I can take a look

Thanks I appreciate, My project is too big but I made a basic demo to show the problem you jsut have to open the main map step on the thing that look like a platform and press u and jump wehile the platform is raising and youll see here is the link which will be available one week

https://wetransfer.com/downloads/b6d64e413417427aac3671a6e1f985f220171101200540/1ba98fbe58660149b847cc0fb053ea4220171101200540/e59777

Thanks again

Hi fapocallps, i tested your project and on my computer i can jump on the platform while raising, no problem.

That really strange cause thjis is what happen on my side.

you can see it either on my gogole drive https://drive.google.com/open?id=0BxdoQ-phwR_Ec08wcXVnUG4yc2M
or on youtube if youtube accept this https://www.youtube.com/watch?v=GQyIlAo0H-0&feature=youtu.be

Anyway its 20 second long and youll see the moment I pass throught the platform is cause I press jump

But seriously thank for taking the time to try to help

This is a common prob. Seen it many times before in UDK / UE4.
There are good reasons why it happens too, but yes its annoying.

Why does it occur?

Moving platforms often just use interpolated movement, rather than full-physics etc.
Whereas Pawns tend to use physics, as do jumps, so there’s velocity / physics too.
Even if a jump is interp’d, its not in sync with a moving platform with nothing to fix it!
A jump is often still executing as the platform moves into it which breaks everything.

Possible options:

1. Ensure the platform / lift uses physics, and test if it also needs to be ‘powered by physics’.
So in short, make it behave like a Rigid-Body that can push the player around or backwards.

2. Ensure all Mesh collision options and general Query Collision options are set correctly.
Why? At very slow platform speeds (test it) the player shouldn’t go through the bottom mesh.

3. Disable jumping. Probably not what you want, but consider it, as its the easiest solution.

4. Account for the jump in the movement of the platform: custom jump code etc.
Basically you override default jump code to detect if the player is on the ramp, then do a custom jump.
In UDK you could check if the player was ‘based’ on the bottom lift mesh and then test if the lift is active.

5. Use a physics volume with gravity to anchor the player to the lift (you get a short little jump)

6. Attach and lock the player to the lift. If jump is pressed then free / unlock the player.
In short the lift and the player become one movement, until a ‘jump off’ needs to occur.
(Disable physics first but then use physics to bump player off for the right visual effect)

Thanks for the assistance I really appreciate the help and will try these various solution

It’s probably 1 or 2 from franktech’s post that are your issue. The games I work on have a lot of physics and collisions, getting the collision settings correct are important and usually require a lot of tinkering, at least for me, in each unique scenario to get it to perform as desired because of how many systems are interacting.