Once a mover character has had a skeletal mesh set as its movement base, it appears to get stuck in a desynced state after moving to a static movement base.
It is only when the character's movement base is set to a moveable static mesh do these correction stop.
Enable collision on a skeletal mesh.
Have a character using a Mover component stand on this skeletal mesh.
Move this character from the skeletal mesh to a static mesh with "Mobility" set to "Static".
With corrections being visualized or in Network Prediction Insights, observe that movement now is constantly being corrected/rolled back.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-318970 in the post.
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Component | UE - Gameplay - Player Movement - Mover |
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Affects Versions | 5.7 |
Created | Sep 8, 2025 |
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Updated | Sep 10, 2025 |