good God. would you have any idea why this is happening?
has anyone experienced this thing where youre working and you go play test your work after a while and then ALL OF A SUDDEN all the collision is like sticky? like… you dont bump into it and its like a wall, but you bump into something and then its like a tarpit?

im praying i dont lose 10 hours of work today

its happening in both 3rd and 1st person
it USED to do this:

Hey there @GeneralSoundwave! Welcome back to the forums! This project is looking really great! Are you using a character movement component for this? I’ve seen a couple of possible configurations that can cause this. Increasing ground friction too high can sometimes cause something like this, but not usually on collisions close to 90 degrees.
What were the last changes you made to your character/movement?
Thank you for taking the time to respond to me. Thank you also for your compliments on our project as well!
I’m going to overly give/provide excessive information in case this happens to someone else.
I looked over everything for 6 hours yesterday. To reiterate, I am in UE5.
I never worked on the Environment at all and I saw the same thing you saw in your mind,
“This has to be an environment issue”
i poured over my work thinking i hit some setting in my level map… but it happened on EVERYTHING i touched. All I worked on for the day was my character controller for 10 hours without stopping in between and saving my progress through source control.
Please guys, push your work in like 30-60 minute intervals!
The following image the code to my Characters Blueprint.
I learned that this was causing the issue:

The way that I figured it out was,
- i went back to my previous commit,
- 10 days ago and I duplicated our BP_Master_PlayerCharacter and appended the name with ‘_2.’
- I then opened the file in windows explorer and copied it to the desktop.
- I went forward in time to the last commit that I did, which was late last night.
- I then opened the project via windows explorer and put the BP_Master_PlayerCharacter_2 in the content folder BEFORE I reopened the project. Only then did I open the project.
At this point, BorisTSR from the Unreal Slackers server taught me how to connect my Unreal to Github Desktop. I’ve been working on this project for 4 years and we never talked about doing that and I never looked into it. He taught me about “DIFF.”
- So now I have both BP_Master_PlayerCharacter and BP_Master_PlayerCharacter_2 in the same project and I did a DIFF on them. Everything that I worked on was the new content and I didn’t delete anything… so I knew it must have been a conflict of code.
- I ended up copying one little chunk of code at a time to BP_Master_PlayerCharacter_2 (because this file was the one from the past) and tested it little by little. Eventually, I had all of the code in the character.
- The code in the image that i posted was in BOTH BP’s!
- So now im frigging stuck. So I started disconnecting all of the new code pins, one at a time and I found where my issue was coming from:
Its a conflict in my ‘taking damage’ code and the Event Hit code. Once I disconnected the Event Hit, it worked.
Is the issue resolved completely?
Yes and no. Disconnecting it leaves me with errors, but the friction garbage stopped immediately. I now have new issues that I will document in a separate post.
I wish I knew enough about code to understand why I have a conflict and why this is happening so I don’t make the same mistakes again.
Ahh I understand! So Event Hit is called when you’re making contact with anything. I’d recommend having some sort of processor in front to verify it was from something you want your player to actually stop movement on. If you do end up making another post (or show me here) let me know and I can walk you through how you would set up how to do it in your damage function.
For now I wouldn’t use Stop Movement Indefinitely on the Event Hit as it will fire for well everything you make collisions with. However you can leave it in on your take damage function most likely if you want to.