Hi,
Why my player is not going off the edges? It seems like the rendering or the collissions or offsetting from each other… I’m just trying to move this platform with a standard third person character
This is the code used:
Any idea?
Hi,
Why my player is not going off the edges? It seems like the rendering or the collissions or offsetting from each other… I’m just trying to move this platform with a standard third person character
This is the code used:
Any idea?
Hi @Alessiana ,
So, is the idea that the character should fall when the platform moves out from under them, or that the character should move along with the platform?
In the meantime, you can check if this option is enabled:
In your Character BP - CharacterMovement
If those are set to false, the capsule will block any movement that would leave it without ground and will “stick” you to the edge.
The problem is more subtle than that! The player doesn’t fall because the collision is under the player, even if the cube is not being rendered there!
It’s like the renderization of the cube is moving forward but its collision stays behind. That’s why the player is not falling.
First, try this:
After that, you can try setting Net Mode: PLAY → Standalone.
In Standalone everything runs in a single process, there’s no client/server separation, so the desync issue doesn’t appear. What I think was happening is that the platform was only moving on the client side; for the server, the cube never moved, and that’s why the character didn’t fall.
The doc “Detecting Network Authority and Remote Clients in Blueprints” basically shows how to use this node
Let me know if that works for you.