Not really sure if this is a ‘bug’ as such but mesh components do not behave the same as static meshes or blueprint props. The fortnite character cannot mantle onto them and if they are animated the character does not move along with them.
This makes using them for moving parkour courses impossible (the example in the documentation) which is why I thought I’d raise it in case it is a bug.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Character
Steps to Reproduce
Place down an entity with a mesh component
Try and mantle on it - nothing happens
Animate the entity with keyframed movement component
Stand on top - entity slips out underneath the player, player doesn’t move with it
Expected Result
Character should be able to mantle and travel along with the moving entity
Thanks very much for reporting this @X_TyFighter_X. This is indeed a known limitation. There are a large number of these types of issues with the scene graph that we’re working through. Your assessment is correct that much of the Fortnite code base doesn’t know about entity types and we have to update it to understand them correctly to fix this style of problem. We’ve got a team working through the space now and should have fixes being delivered incrementally in future updates.
If the order isn’t an issue could the team do the movement one first. So when the mesh_comp is animated the player will move with it. This i feel is the main one at the moment as its game limiting and also visual.
I might be biased since I’m finally making a game that I’ve wanted to make for the longest time but simply couldn’t, but I think it would be nice to in some capacity keep/allow the current frictionless behavior of animated SG meshes where they don’t carry players along. There are gameplay mechanics that can only be possible with it in the platformer genre amongst others.