Why is the character capsule floating above "ground" or other mesh ?

I have a veeery small Character, however I am using my Xbox Controller to move the Character with the “standard 3rd Person” Controller setup (just deleted the boom and camera) and just reduced the capsule to a very small value.

this works, what does not work is, that the Capsule is ALWAYS floating above the ground or wherever I place my character → I already checked the collision components of the meshes, and they are correct.
Its only floating, when I press play → and than as you can see in the screen shots, 1 - 2 cm floating

Does anyone know, if I need to adjust any setting ?

Scene:

Blueprint:

Play Mode:

Thanks,
Peter

Hey @Lukaris01!

What about the surface they’re located on? What’s the collision there? All we see is the collision of the characters, but anything they could be colliding with needs visible lines as well! :slight_smile: The characters seem fine, honestly.

Get us some pics of the table lines and such!

Hi,
it is actually totally easy to reproduce on the 3rd person template

  1. replace mannequin with a “skeletal cube”
  2. scale cube down 0.05, 0.05, 0.05
  3. reduce capsule size to 1 and 1
  4. add a sequencer + cinemacamera so you can move the camera to the spawn point
  5. press play
  6. look through cinema camera

hope this helps.
i created a totally new project.. using the lates version: 5.5.4

Just wondering if the capsule is to small and thats why its floating
maybe its a bug ?

Br Peter

Ah I see.

So what it is is the model’s anchor offset. Not everything’s anchor (also possibly known as root) is in the middle of the model. For instance, the sample characters need to be placed at -89 in relation to the actor’s root to be “on the ground”.

In this case, after my tests, it seems -3.25 puts the cube on the ground. But that’s not the capsule, that’s just the cube.

That being said, I did encounter some weirdness like you were saying. Honestly this is a matter of camera magic, I would suggest making everything larger for your scene. In Toy Story, for reference Woody is 6ft tall. His spot (the bed) is 40-50ft across and Andy is a 10 story building. You want to try to make your characters determine what your scale is. :slight_smile: Creating games and movies is all illusion! It will likely be a lot simpler than creating everything in millimeter or smaller measurements of movement.

Hope that helps either way!

thanks for the answer,
I agree → lessons learned from this project for the future:

  1. you will run in problems when you use very very small characters
    not only UE5 also Blender has problems when you do very small characters (Hair nodes in Blender was also a nightmare on this small scale !)

  2. Better way: “upscale” very tiny characters to normal human size 1,80 and make all other meshes also Bigger

  3. for current project: to not redo my current little project, I will offset the character on the root in the character Blueprint with somewhere between -2 to -4 → will solve it for the 2 min sequencer movie I am creating.

Br Peter

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