Character stands mid air after colliding with walls (TPC, 2019.3.10f)

tayyab_javed

New member
Character seems to be stopping mid-air after collision and does not fall. Happens on various walls/meshes.
Any reason for this? Is there a parameter that I missing which dictates the collider slide?
 

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  • Screen Shot 2020-05-06 at 2.32.49 PM.png
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I have also noticed that 'Fall' ability is getting activated when I try to run against a mesh. Even though I have set 'Min Fall Height' to 50.
 

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  • Screen Shot 2020-05-06 at 8.29.46 PM.png
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Is that a vertical wall? If it's a vertical wall can you repro it within the demo scene?

If it's a sloped wall have you added the slide ability?
 
Thanks! I should have continued reading the documentation.
Though the 'Fall' ability is still getting activated sometimes momentarily when running against the wall that is slopped against the player.
Edit: I noticed its only happening on a terrain)
Edit: It's not vertical, a little tilted towards the player
 
Last edited:
Even with 'Slide' ability, the character keeps running against a tilted wall.
 

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It sounds like the character is moving up the slope then gets pushed back down. During some of that time the character is no longer grounded so the fall ability starts.

You can increase the force on the slide ability to give the character more of a push.
 
The running against the wall when I am jumping at the wall seems to be helped by this.
Bu it doesn't seem to help in the other situation (attached screenshot). I also tried increasing the Minimum Fall Height but the momentary jump still happens.
 

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Can you subscribe to the event OnCharacterGrounded to see if the character is losing contact with the ground? When the character is not grounded the fall animation should play, which it sounds like is happening as you move down the wall.

Code:
EventHandler.RegisterEvent<bool>(m_GameObject, "OnCharacterGrounded", OnGrounded);

Or better yet is if you can tell me how to reproduce it within the demo scene.
 
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