Original Discord Post by giyomusan | 2024-08-21 06:12:57
Hi there, I wonder if some of you did have this issue.
I am using Unreal 5.4.3 and each time after a walk for example when the character get back in idle it just get couple unit above floor.
I tried to check various things , regarding character skeleton , animation sequence, but no matter what i am still having this offset.
I am not yet to familiar with Unreal animation editor so there is maybe a way to compensate this ?
I also see that each time you make a MH character have ConvaiBaseCharacter class that the root of the character get slightly offset in Z axis.
Hello <@784333755451179029>,
It sounds like the Z offset issue might be related to the transform of the root component. You can try adjusting the transform, particularly the Z axis, to manage this offset. This might help align the character properly after switching between animations like walking and idle.
Also, if possible, could you share a small clip or screenshot of the issue? That would help us better understand what’s happening and offer more specific suggestions.
<@1023671043287699568> Hi thanks for the reply , yeah actually if i pause all anim and manually correct the offset in BP i am not running into much issue.
Ok I should have some clip about the issue I will post them so you can have better view on what is happening.
<@1023671043287699568> Hi , me again.
Ok so i uploaded a quick clip, I actually make a rough graph in BP to try get the MH grounded ( actually I am getting like a 15 unit offset with the root and the mesh )…anyway there is something I don’t really understand.
currently I am monitoring the speed to manage between when moving and idle , as I can see when the character move you are snapping to the ground so even with the offset she get grounded.
However since I am adding manually an offset when the speed get to 0 she penetrate the floor …the things I do not understand is why after couple seconds she just move up ?
Are you repositioning the character after some time when not moving or is due to some blending delay ?
Thank you
<@784333755451179029>, I suspect there might be an issue with your collision bounds. Try debugging them. Place the AI character into the ThirdPersonTemplate scene and test it there to determine whether the issue is with the character or the scene.
Reply by mighty_brute | 2024-08-29 07:18:18
<@784333755451179029>, I suspect there might be an issue with your collision bounds. Try debugging them. Place the AI character into the ThirdPersonTemplate scene and test it there to determine whether the issue is with the character or the scene.
Reply by giyomusan | 2024-08-29 23:56:59
Thanks for the tip , so i tested in a blank scene and get same issue with the character back up after enter idle.
I wonder , I can see in ConvaiBaseCharacter that when it moving there is a snap to ground function, which I guess is what my character get grounded when walking …Is it possible to actually have that snap also when character get Idle ?
You can call the snap-to-ground function explicitly when the character enters the idle state. Could you share a clip of the character in the blank scene?