UE5.7 Character Infinite falling Collision Bug on curved surface

The Third Person template behavior in 5.7 is different from that in 5.6,

Reproduce this issue Just delete the floor and add a large sphere in the Third Person template of 5.7.

in 5.6 do same things

Is this a bug?

I’m new to Unreal, I built UE5.7 from the source code,is this related to this issue?

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I’ve carefully examined the problem, and it seems the Hit.ImpactPoint position is incorrect in the player landing check function IsValidLandingSpot(), ImpactPoint pierced the other side of the sphere…

Yes, I can confirm this happening too in my project, as I use some sphere as foot platform and my character couldn’t get on top smaller Sphere mesh anymore and always falling from it (it was fine in 5.6), it’s behaving like if I set the Sphere “Can Character Step Up On” to false even though it’s true.

The workaround for me at the moment is to change Sphere collision in Static Mesh Editor from sphere collision to capsule collision which somehow doesn’t have this problem(?)

Do you think we need to fill bug from so this problem get noticed, or usually post in this forum get noticed by Epic?

I have found some temporary solutions, the simplest of which is to set the CollisionTraceFlag in Static Mesh to UseComplexCollisionAsSimple, this will result in some performance loss.

Another approach is to inherit from the UCharacterMovementComponent class and override the IsWithinEdgeTolerance() method, making it simply return true. This should not affect normal collision detection and performance, but the collision point will still be problematic.

I think we should report this bug to Epic Games; the collision physics-related parts are probably quite serious…maybe?

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Using Complex Collision as simple might be more expensive than using Capsule collision (especially if your sphere mesh is high poly), and with capsule collision you could keep use simple collision. And capsule with very short height is basically 99.99% same shape as original sphere collision.

Okay then maybe it’s best to fill the official bug form, but the last time I tried to submit one about megalights it didn’t even go through, lol. But luckily shortly after that, others reporting same bug so it got fixed in the end.

Let’s try again now hopefully this time it’s got through!

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Okay I’ve submitted Bug using official Epic form

Report a Bug - Unreal Engine

Case # 21992841

Now I guess it’s waiting time if they’re approved and Bug Ticket created?

If yes I think it will show up in https://issues.unrealengine.com/ after that

Edit to include Steps to Reproduce:

- Steps to Reproduce:

1. Create new project with Third Person sample

2. Add Shape > Sphere (using default Editor Sphere static mesh)

3. put them in the world in different size (scale) as foot platform

4. Play and try to jump on top of the sphere platform

- Results:

Third Person Character will get very hard to land on top of sphere, especially bigger sphere, you need perfectly on center of sphere to be able step on them (this is easier to do in smaller sphere), while in bigger sphere you’re likely land on a bit to the side of sphere and your character will floating in air or just simply fall to the side of sphere.

- Expected:

Third Person Character should be able to land and walking on top/around sphere normally.

- Description:

Character with CMC seems couldn’t land on top of sphere static mesh with sphere collision in UE5.7, it was fine in UE5.6

- Additional Notes:

Current workaround is delete sphere collision primitive shape in Static Mesh Editor, then use Capsule collision primitive shape instead, and the CMC will able to land on sphere normally.

I captured some video showing sphere with original sphere primitive collision showing I have hard time or impossible to land on sphere, and then second video showing after I modified Sphere collision to use capsule primitive shape instead, and now I could land and walking around on sphere normally (very easy)

link to additional files google drive:

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Thanks, this has been driving me crazy for the last few days. It basically broke my project, hope the fix comes sooner rather than later.

5.7.2 and can confirmed this is still not fixed yet, and I think my Bug submission isn’t went through?

Does someone know how to properly submit bug so it’s getting tracked and could get fixed?

…not sure this is bug TBH, when you create a spherical body in UE 5.6+, you need to add collider to it.

Basically, you create the body, find it in Manager (Ctrl +B while selected), then double click it so it opens in, I think it’s called material editor, then in top row (more towards left) you’ll find option to add collider to it (use Simple collider mesh), close that window, save all in content manager and you’ve done…

UE5.6+ have it separated…

Also, character movement on spherical surfaces is much more strict with new locomotion, so you’ll probably need to do some custom locomotion.

(post deleted by author)

Managed to do it all, running normal on spherical bodies, and using multiple different gravitational bodies. Will do tutorial tomorrow if I manage to find some time.

Did this get resolved?
I see the same issue currently on 5.7.1. Landing on a sphere collision, under custom gravity in my case, returns an incorrect impactpoint from the hitresult - resulting in what @yTouchFishy describes. The edgetolerance check fails astronomically.

@Warlock_SRB would you be able to quickly recap what you did in your example?
Are you using the CharacterMovementComponent and triggering ProcessLanded on a sphere collision?