Simple movement on platform, collisionhas offset from mesh

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

addactorlocaloffset

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

  • Can Walk Off Ledges = true
  • Can Walk Off Ledges When Crouching = true

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:

  • Select the cube in the level and press Ctrl+E to open the Static Mesh Editor.
  • In the top menu - Collision - Remove Collision and then Add Box Simplified Collision (or whichever shape fits) so the collision matches the visible mesh.
  • In Details : Collision, set Collision Complexity = Use Complex Collision as Simple if you want to use the visible geometry as the collision.

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.


If you’re testing in Play as Listen Server, you’ll need to handle the movement with Has Authority. This ensures the platform only moves on the server side, and then that movement is replicated out to all connected clients.

Play In Editor Multiplayer Options Documentation

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.