Why does motion warping cause overshoots?

UE5.6

Hi all, I have a very specific case of motion warping overshooting from a FreeHangClimb Montage. If I make the Y close to the ledge, up to a certain point, the motion warp will overshoot unnaturally, like imagine a launch off to space. Where if it’s before that certain point, [ Greater than -25] It doesn’t launch off to space and warps to the Z offset I specify.

I have tried

  1. Skew Warp only

  2. Using a Warp Target , and passing in a warp location with offset to Z and Y.

  3. Using a Warp Target, and using Static and using a height of 75, and -25. [Any lesser than -25, It’s launching off to space. ]

My question is .. why? Why does this happen? Is it because if its too close the character collides with the climbable floor? I’m trying to motion warp my character closer to the ledge so the climb looks good, but once I move it close enough, it adds obnoxious Z value to the climb.. so I can never get the animation to look good.

No launch off. Y at -25.

Lower than -25… , -26, -28, -29, -30.. and beyond it adds more motion warping Z…

I have capsule collision disabled, mesh collsiion type to query collision and contact data, movement mode to flying during the climb montage just incase it’s the collision making the motion warping warp more Z values than needed… no dice.. it doesn’t matter if I disabled the collision or not..

New finding : I slowed down time, played the montage, move the platform away.. no Z overshooting.. does that mean the platform and the character collided causing the character to be pushed higher..? but i’ve disabled the collisions…

I found the cause of the issue… it was this animation blueprint node… god damnit I couldn’t solve this problem for months.. lol. :clown_face: