


How to fix the character getting launched into the air unexpectedly in Level Devil
Oct 12, 2025 am 05:25 AMIf your character is launched into the air unexpectedly in Level Devil, try these fixes: 1. Adjust collision capsule size and position. 2. Disable unnecessary physics or ragdoll settings. 3. Check trigger volumes for unwanted impulse events. 4. Ensure movement mode is set to Walking and not changing incorrectly.
If the character is being launched into the air unexpectedly in Level Devil, it could be due to physics glitches or trigger volume issues. Here are several methods to resolve this problem:
The operating environment of this tutorial: Dell G15, Windows 11
1. Adjust Character Collision Settings
This method focuses on modifying the character's collision capsule to prevent unintended interactions with level geometry or physics objects. Misaligned or overly sensitive collision shapes can cause erratic behavior.
- Open the character blueprint in the editor.
- Navigate to the collision component and select the capsule.
- Reduce the capsule's radius slightly to minimize overlap with floor triggers.
- Ensure the capsule height is centered properly on the character's feet.
- Test the level to see if the launching behavior persists.

2. Disable Unnecessary Physics Components
Sometimes, physics components such as ragdoll or dynamic simulation are enabled unintentionally during gameplay. These can interact with gravity or forces and cause sudden launches.
- Go to the character's physics asset in the animation blueprint.
- Check if any body parts have physics simulation enabled when they shouldn't.
- Set all non-essential physics modes to "None" or "Kinematic".
- Disable root motion if it's conflicting with movement components.
- Recompile and test the character in the problematic level area.

3. Modify Floor Check Triggers
Trigger volumes or floor detection systems may be applying upward forces due to incorrect overlap logic. This often happens when the character enters a zone meant to activate a different event.
- Locate the trigger volumes in the level using the scene hierarchy.
- Select each volume and inspect its event graph connections.
- Look for any "Add Impulse" or "Launch Character" nodes tied to Begin Overlap.
- Replace upward impulses with horizontal or zero-vector forces.
- Use debugging tools to visualize overlap events during gameplay.

4. Update Movement Mode Handling
The character might be switching to a movement mode like "Flying" or "Custom" due to a script error, which disables gravity and causes floating or launching effects.
- In the character movement component, check the current movement mode.
- Add a debug print node to log movement mode changes during gameplay.
- Ensure no blueprints or scripts force a mode change on level load.
- Set the default movement mode to "Walking" in the character class defaults.
- Test movement transitions to confirm stability across surfaces.
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