Skip to content

Troubleshooting

Start with the basics: are the project settings copied, and does the problem happen in the template's DefaultLevel? If it works there, compare your level, pawn or character with the sample.

Setup

Symptom Cause Fix
The camera is a plain spring arm; no shoulder, crouch or cover offsets DDCVar.NewGameplayCameraSystem.Enable missing or false Copy the data-driven console variables. Restart Play after changing it.
Kellan appears on every pawn although nothing was selected DDCvar.VisualOverride is not declared, so it reads 0 (the first character) Copy the console variables (default -1).
Characters never change with M The level's game mode is not GM_Sandbox or a child Use GM_Sandbox or derive from it.
Errors about missing gameplay tags, no foley sounds DefaultGameplayTags.ini not copied Copy it.
Packaging fails with exit code 25 Missing GameFeatureData asset type Add the entry from Installation.
Packaging asks for a compiler The plugins GASPALS uses are not on by default Install Visual Studio 2022 with the game development workload.

Locomotion and traversal

Symptom Cause Fix
Pressing jump at an obstacle only jumps It does not block the Traversable channel, the channel is in another slot, or it is too narrow See Make objects traversable; check the channel order in Project Settings > Collision.
No slide The CMC pawn has none; on the Mover pawn, slides need sprint speed (over 380) and wait for the 0.75 s cooldown Sprint, then crouch.
The character keeps strafing The CMC pawn starts with strafe on Toggle strafe (middle mouse), or change CharacterInputState > Wants To Strafe on the pawn.
The Mover pawn suddenly flies Z is the Mover debug flying toggle Press Z again, or delete the debug Input Key node in the Mover pawn's Event Graph.
Feet slide or float on a new character Retargeting Check the IK Retargeter's chains and retarget pose.

Cover

Symptom Cause Fix
No cover at all on your pawn Enable Cover was turned off on its component (it is on by default) Turn it on in the pawn's cover component.
Cover never triggers on some walls The wall ignores Visibility Use a preset that blocks Visibility.
The cover button does nothing Enable Sticky Cover off, nothing within Sticky Cover Reach, or first person with First Person Sticky Cover = Disabled Check the settings and the crosshair (it turns green over valid cover).
Cover run goes straight into obstacles No navmesh Add a NavMeshBoundsVolume and build paths.
Cover run fails on clients only Client-side navigation is off bAllowClientSideNavigation=True (project settings).
Mover and CMC behave differently in cover Their cover components are tuned separately Compare the component settings; the cover reference shows where the samples differ.

Equipment and overlays

Symptom Cause Fix
The item floats near the feet The attach socket is missing on the skeleton Add the overlay_* sockets to the character's Skeleton.
The support hand does not reach the item No HandIK socket, or the pose's enable_handik_* curve is 0 Add the socket; set the curve in the pose's curve map.
The item is not in the hands in first person The item actor has no AC_FirstPersonRendering Keep the component on every item actor.
A new overlay child has snapping arms when aiming Its Aim Sweep Interp Speed values are 0 Set 30 / 10 on the child.
The Overlay Pose set on the pawn shows as Default The equipment pose is linked after the overlay pose at spawn and replaces it Pick the overlay through the overlay menu (or the overlay system's selection event) after spawn.

First person

The first-person component prints setup problems on screen, in orange, for the local player. Each message starts with GASPALS First Person (<owner>):.

Message (abridged) Fix
no third-person Skeletal Mesh Component found Set Third Person Mesh Name to the body component's name.
no first-person mesh was generated Fill First Person Full Meshes (or Arms and Body for Split).
the first-person skeleton has no 'VB Camera' virtual bone Add a virtual bone from root to head named VB Camera.
the first-person skeleton has no 'head' bone The skeleton needs a head bone.
this skeleton is not the UEFN mannequin, so the first-person overlay poses need FirstPersonRetargeter Set First Person Retargeter, or use TrueFirstPerson.
FirstPersonOverlaySplit needs both FirstPersonArmsMeshes and FirstPersonBodyMeshes Fill both lists.
Symptom Cause Fix
The camera sees the inside of the head or the chest Eye offset Tune First Person Eye Offset ((0, 12, 0) for UE5 and MetaHuman heads).
ADS sights do not line up Eye offset or the item's ADS socket Fix the eye offset first, then the socket.
The rear sight is clipped Near clip plane NearClipPlane=1 in the project settings.
The camera does not follow the body on a retargeted character CR_FirstPerson_BodyCamera not compiled after an edit Open and compile the Control Rig.

Characters

Symptom Cause Fix
The character is a frame behind the pawn The body mesh is not the first child of Root Reorder the components in the visual override Blueprint.
The hands do not grip items on a retargeted character The hand IK curves do not reach the retargeted mesh Add a Curve Remap op (copy all source curves) to the IK Retargeter.
MetaHuman clothing tears or stays in bind pose A follower with its own skeleton uses leader pose Leave its anim class empty and keep its post-process Anim Blueprint.

Multiplayer

Symptom Cause Fix
A system works on the host but not for clients The component does not replicate Turn on Component Replicates on the pawn's component (see Networking).
Remote Mover characters stutter Network Prediction settings missing Copy DefaultNetworkPrediction.ini.
Remote CMC characters animate stiffly Acceleration not replicated p.EnableCharacterAccelerationReplication=1.
Corrections during Mover play Something changed movement outside the input command Route movement changes through ProduceInput and transitions; np.PrintReconciles 1 lists corrections.