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.
| 0 |
| Component | UE - Gameplay - Player Movement - Mover |
|---|---|
| Affects Versions | 5.7 |
| Target Fix | 5.8 |
| Created | Sep 8, 2025 |
|---|---|
| Updated | Sep 19, 2025 |