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Improved Platforms and Input Setup Endless Runner Unreal Engine 5 (Part 10) | Beginners Friendly

221 views· 7 likes· 18:58· Oct 25, 2025

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In this video, we saw How to scale collsiion box according to the mesh size in Unreal Engine 5 and How to setup inputs in Unreal Engine. Scale Collision Box in Unreal Engine. Download Project File: https://www.patreon.com/posts/endless-runner-141282060 Join My Discord Server: https://discord.com/invite/4nNtzmjhQZ If this video helped you, please drop a like and subscribe to my YouTube channel: @VercionGames Download My Games From Here: https://play.google.com/store/apps/details?id=com.vercion.Rampit Contact me here: vercionstudio@gmail.com Music Used in the video: Teapot by Lukrembo https://freetouse.com/music Current Subs - 1795 ___________________________________________________________________________ How to make Subway Surfers in Unreal Engine 5. How to make Temple Run in Unreal Engine 5. How to make games in unreal engine 5, How to make a complete game in Unreal Engine 5, ,ue5 first game,ue5 beginner tutorial,ue5 how to make your first game,unreal engine 5 simple beginner tutorial,unreal engine 5 easy first game,unreal engine 5 beginner game,unreal engine 5 how to make a game on unreal engine 5, unreal engine 4,ue4,unreal engine 5 easy game tutorial,ue5 make your first game tutorial, beginner first game in ue5 ___________________________________________________________________________ My Laptop Specs: 16 RAM DDR4 RTX 3050 AMD Ryzen 5600h #unrealengine #ue5 #ue4 #ue4tutorial #unrealengine4 #unrealengine5 #blueprints #GameDevelopment #subwaysurfers

About This Video

Hey guys, welcome back—this is part 10 of my Endless Runner UE5 series, and in this video I fixed two big things: platform side-hit detection and a proper input setup. First, I showed why the player was able to side jump into a platform and just overlap inside it without dying. The solution was adding a “Death Box” (Box Collision) in my Base Platform BP, but the important part is scaling it correctly based on the platform’s random length. Instead of normal scaling, I used Set Box Extent, calculated the platform center by adding start + end and dividing by 2, then matched the collision length by subtracting end-start and dividing by 2 for the X extent. After that, I switched the Death Box to Generate Hit Events (and blocked Pawn) so I could use the hit normal to detect which side the player hit from. I rounded the Y normal to get -1 or 1, then checked the current montage (side jump left/right) and also rolling, so quick side-jump-into-roll doesn’t bypass death. I also fixed camera clipping by setting platform meshes to ignore the Camera channel, including the platforms spawned at runtime. Finally, I replaced the messy key events with the proper Enhanced Input Action (IA_Move) setup. I read the action values, filtered non-zero, truncated to int, and used Switch on Int (-1/1) to call clean custom events like MoveLeft/MoveRight and MoveUp/MoveDown. Everything stays beginner friendly, but it’s the “proper way” to wire inputs for a real project.

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