Weird problem: Player shares the same Physics with car

So let me explain myself: I have a First-Person Character, and a Car. I can use the car by possessing it. I am trying to make an animation where the player clicks the mouse, and a little bit of air goes in the tires so the car moves a bit up and down on its suspension just like when pumping tires.

In order to make this happen, I placed a cube under each of the car tires, so when the player clicks the mouse, this box handles the car’s pump “bounce” by making the move itself, and the car follows with its physics depending on which tire we pump. The problem is, when the box moves, the First Person Character seems to move a bit too. Every time. Any ideas what it might be? It has nothing to do with collision with the ground, it only happens when the car is on the boxes and I move them via click.

Sounds like you have alot going on, consider making a short video to demonstrate the problem.

Does the character get attached to the car?
How are these little boxes spawned?

Here is a video of the problem as it happens. It’s a slight movement but you can see it. It does not happen when the car is not over the box, and the box is not spawned in any way yet, I only began testing it, so it’s there all the time.

[Video Of The Problem][1]

And here is the BoxBP:

And it gets weirder. If I set the box to get higher so the car starts swinging, the player swings too! :stuck_out_tongue:

Solved it! As I was debugging various stuff in my game, I noticed the player character was somehow attached to the car in the World Outliner. That allowed the player to move independently from the car but was bound to any move the car was making.

And I was also wondering why the player mesh was following the car when driving it. I detached the player from the car and all is fine now.