I have one Blueprint actor in My project that have several Box collision components with physics actor collision preset(See in pictures). My goal is create some stones and put them on each other for hit all of them by a ball. anyway, one of predictable events of game is that one of players collide with Stones and step on them. At the moment, when this event happens, player suddenly rotate and default movement directions change. More precisely, in normal situation when i hold left thumbstick up, character moves forward but after that event, character move wrong directions and It seems like that movement axis get changed(See in pictures).
Sorry for my english but I’ve tried different collision presets, enable\disable CCD, enable\disable “can character step up on” and so…but this problem happen every time i step up on stones.
can anyone help me?
I am experiencing the same issue, four years later. Any solutions or reasons for this?
For anybody reading this. I was using TopDown character like the OP here, and it takes a combination of GetControlRotation+GetForward/Right Vector of the controler to apply Forward/Right. When the character steps on something the vector changes and messes everything up. The way to solve it is to force the Movement Input to X = 1 for forward and Right to Y=1, and to delete the GetControlRotation and GetForwardVector al together. That way the directions are absolute, which is what you want since it is relative to a fixed rotation camera.
Cheers.
That is only if you use code. How about the character movement component?
EDIT ----> Check the ignore Base Rotation
Post This did the trick for me