Focused reference · Unreal Engine 5.8
Troubleshooting
Character slides after input release
- Raise braking deceleration and/or effective braking friction deliberately.
- Check
bUseSeparateBrakingFriction,BrakingFriction, and factor interaction. - Distinguish no-input stopping from direction-change grip.
Direction changes feel slow despite high acceleration
- Check GroundFriction and effective input magnitude.
- Check rotation ownership/rate if facing, not velocity, is the slow part.
- Measure velocity change separately from mesh turn animation.
Cannot climb a small step
- Compare collision height with
MaxStepHeight. - Confirm the upper surface is walkable and the capsule has clearance.
- Inspect collision seams and blocking channels.
- Test without decorative mesh collision overriding intended simple collision.
Stands on implausibly tiny edges
- Review
PerchRadiusThreshold, capsule radius, and ledge geometry. - Visualize collision/floor results; do not judge by skeletal mesh feet.
Jump varies with frame rate
- Remove manual per-frame velocity/position increments lacking delta-time/physics integration.
- Verify variable jump release is bound correctly.
- Check custom movement simulation time steps/iterations under low frame rate.
Constant server corrections
- Confirm client and server use identical parameters and custom state.
- Serialize state that changes movement physics.
- Prevent incompatible saved moves from combining.
- Remove client-only transform changes.
- Fix divergence before changing smoothing or correction thresholds.
Remote character jitters
- First determine whether authoritative capsule is correcting or only mesh smoothing looks bad.
- Inspect update rate, packet conditions, moving base, and custom-mode replication.
- Tune smoothing only after deterministic movement is correct.
Root motion fights movement
- Confirm root-motion extraction mode and asset settings.
- Remember root motion takes precedence over normal movement physics.
- Do not also drive the same action with Launch/SetLocation/velocity.
- Ensure montage start/cancel is synchronized across network roles.
Custom mode floats or tunnels
MOVE_Customsuspends standard physics; implement gravity, velocity, swept collision, floor, sub-stepping, and exit behavior explicitly.- Prefer C++
PhysCustomfor complex production modes.