playMaker

Author Topic: Controller Jump/Simple move: Character gets catapulted on ledges  (Read 81 times)

Hoot

  • Playmaker Newbie
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  • Posts: 2
Hello everyone,

I'm reporting this as i find it to be a pretty big bug in one of the fundamental aspects of the playmaker character controller. I don't know if its due to the simple move or jump controller, but it seems completely broken with slopes and ledges?

Hitting a ledge just a bit at an angle with my character will send it WILDLY catapulting into the sky, that or just being able to jump up slopes continuously despite them being way too steep.

I've talked with another person on the discord who reported this exact same issue 3 years ago and it's still there, and I find it a bit astounding that such a big bug on what is a main core component (and, you know, being showcased in official tutorials), especially at 60 dollars. I've looked up other solutions to a jumping controller but they either are all broken in their own way or so unwieldy it defeats the purpose.

Is there any way to fix this? Is the team behind playmaker aware of it and can provide some help?? I tried to do a bug report in engine but never got the link to the bug report I'm supposed to get, so it's not exactly filling me with confidence.
« Last Edit: January 12, 2026, 05:52:53 AM by Hoot »

Hoot

  • Playmaker Newbie
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  • Posts: 2
Re: Controller Jump/Simple move: Character gets catapulted on ledges
« Reply #1 on: January 13, 2026, 07:10:41 AM »
As an aside, if people find this thread, here is the alternative I found for a third person controller which works very well, and is still pretty straightforward in implementation.

It is based on the tutorial by Philip Herlitz: (huge thanks to him for also making a really thorough video).

If, like me, you want to do a free look camera for your character and not one that just sticks behind, you can ignore the camera FSM and just use a cinemachine freelook.

Then, in the movement FSM, you can replace the two Get Axis actions by a Player Input Get Move vector (although yes, it does require you use the more recent input system). Set the relative to your camera. (As an aside, it also means you'll be able to store magnitude like this and use it for your animator floats !)

Keep the set vector 3 XYZ but only look for the Y/gravity, since your get move vector will take care of the rest.

And lastly, controller move, you can set it to world and not self if you're using a freelook. Add a little smooth look at direction and you should be good !