[Twitch] Unreal Engine 4.1 Tour - Apr. 24, 2014

Thanks again for relaying my question, Dana. :slight_smile:

For clarity, currently, Characters use CapsuleComponents for collisions. The problem is, the top and bottom of a capsule are rounded. That isn’t the case on any platformer game I’m aware of, so it creates really strange collision situations when you’re hitting the corner of a platform either above or below. It should be either you fall straight down and you don’t collide with it, or you fall on the platform and you collide with it, but with a rounded bottom, there is this strange halfway point where you collide with the platform horizontally, but the vertical collision doesn’t match where your character’s feet are, so it looks like you’re standing below the platform. Here’s an example:

2dPlatformer-01.png&d=1396446523

One way of dealing with this issue is to change the max perch height, but all that does is make the capsule slide off the edge of the platform, which is pretty far from ideal. So the solution is to change the basis of collision detection to use a box (or a cylinder). The problem there is that making that change involves going through something like 13k lines of code to account for every function that assumes a Capsule is being used for collision, which is incredibly time-consuming, but is necessary for any and all *good *platformer games.