Troubleshooting
Most slide problems come down to one of a handful of settings. Find your symptom below and click to expand the fix.
Select the slide and turn on Print State and Draw Debug, then ride again. You'll see each stage of the ride (Entering, Sliding, Cooldown) on screen and the rider's speed, which usually points straight at the cause. Both only work in the editor and development builds.
Starting a ride
Character doesn't enter the slide
You walk into the entrance and nothing happens.
Check these, in order- Are you playing as a Character? In a blank level, Unreal spawns its default spectator pawn, which isn't a Character and can't ride. Set a Game Mode that spawns a Character — for testing, set World Settings › GameMode Override to
BP_SlideDemoGameMode. - Is Activate On Overlap on? If Activate On Overlap is off, the trigger is ignored and rides only start from Activate Slide.
- Are you walking into the trigger? The Entry Trigger always sits at the first spline point. If your spline runs the wrong way, the entrance is at the bottom. Select the slide to see the trigger box in the viewport.
- Is the slide still cooling down? After each ride, the slide waits Cooldown Time seconds before accepting a new rider.
- Is there a setup error? Look for red text above the slide in the editor — see Setup error text.
- Go through the checks under Activate Slide returns false — the trigger uses the same rules.
Activate Slide returns false
Activate Slide's Success output is false when the ride can't start. That happens when:
| Cause | Fix |
|---|---|
| The slide is already in use. | Only one rider at a time. Wait for the current ride to finish, or use Is Sliding to check first. |
| The slide is cooling down. | Wait for Cooldown Time to pass, or lower it. |
| The Character isn't the Required Actor Class. | Check Required Actor Class. It must be the Character's class or one of its parents. Set it back to Character to allow anyone. |
| The Character has no Character Movement Component. | Use a Character-based Blueprint. Pawns built on other classes can't ride. |
| The spline isn't set up correctly. | The spline needs at least 2 points and must be longer than 1 unit. |
Make sure you're passing a valid Character into the Character input. Calling it with an empty reference won't start a ride.
Red setup warning text above the slide
The slide shows editor-only warnings when something looks wrong. They never appear in game.
- "SETUP ERROR: the slide spline needs at least 2 points and must be longer than 1 unit." — add a spline point or pull the points further apart. The slide won't accept riders until this is fixed.
- Exit looks blocked — something is sitting where the rider would be released at the end of the slide. Move the last spline point or the obstacle. This check uses a standard-sized capsule, so it's a helpful hint rather than a guarantee: a very large or small character may behave differently.
During the ride
Camera doesn't rotate to face down the slide
The rider moves along the slide, but the view stays pointing the same way.
Fix- Open your character Blueprint.
- Select the Spring Arm (third-person) or Camera (first-person) component.
- Enable Use Pawn Control Rotation.
The slide turns the player's view by steering control rotation. A camera that doesn't follow control rotation won't show it.
Also check- Face Slide Direction is on.
- Rotation Interp Speed isn't set very low. Values of 1–3 feel floaty and fall behind on twisty slides; 6–10 is recommended.
Player stops moving (or crawls) partway down
The rider slows to a near-stop on flat or uphill sections.
Fix- Raise Min Speed. The default of 5 cm/s is very slow. Values below 50 can feel stuck on flat parts; 100–200 keeps rides flowing smoothly.
- Add Acceleration for a constant push that doesn't depend on the slope.
- Lower Slope Influence if uphill sections are slowing riders too much.
The slide always restores the rider's collision, movement and mouse look when a ride ends — including cancelled rides and rides interrupted by the slide being removed. If your character is frozen after riding, check that none of your own Blueprints changed the character's movement mode or input during the ride.
Rider appears inside the slide mesh
The rider looks half-sunk into the slide, or travels below its surface.
A Character's position is the centre of its collision capsule. If your spline runs along the slide surface, the rider's centre is on the surface — so the bottom half of them is inside it.
Fix- Set Rider Height Above Path to about half your capsule height — around 88 for the Unreal mannequin.
- Or raise the spline points above the slide surface and leave the setting at 0.
- If the rider drifts in and out of the mesh along the way, the spline isn't following the surface closely. Add or adjust points where it strays. Draw Debug shows a sphere on the rider to help you see the path.
Slide feels too slow
- Raise Max Speed. The default 1000 cm/s is about 36 km/h. The rider never goes faster than this, however steep the slide. Typical values: 800–2500.
- Raise Slope Influence towards 2 for exaggerated downhill acceleration.
- Raise Acceleration so riders keep speeding up on flatter sections.
- Set Initial Speed to 300–600 for a "pushed off" start instead of starting from a standstill.
- Raise Min Speed to stop riders dragging through flat parts.
- Make the spline steeper. Slope is the main source of speed.
Turn on Draw Debug to see the current speed while you tune.
If the problem is the delay before the ride begins, lower Entry Blend Time (0.3–1 is typical).
Audio doesn't play
- Sounds are assigned. Check Sit Sound, Loop Sound and Exit Sound. Exit Sound is empty by default.
- Volume Multiplier isn't 0.
- The sit sound plays after the blend-in, not the moment you touch the trigger.
- The loop starts after Loop Start Delay (1 second by default). On very short slides the ride may end before the loop starts — lower the delay.
- The loop sound must be set to loop. A non-looping sound will play once and stop.
- The exit sound isn't played when a ride is cancelled — only when the rider reaches the end.
- Moved or deleted the Audio folder? The default sounds live in
SimpleSlideSystem/Audio. If they're missing, assign your own.
Exit and launch
Launch doesn't feel strong enough
Launch speed = slide speed × Momentum Scale + Launch Boost. Increase either part:
- Raise Launch Boost for extra launch speed on top of momentum (slider up to 2000).
- Raise Momentum Scale above 1 to launch faster than the rider was sliding.
- Raise Launch Pitch for more height. Watch the Exit Arrow as you change it.
- Check air braking. Make sure Override Air Braking is on and Air Braking After Launch is 0 so the rider doesn't slow down in the air.
- Check the rider's speed at the end. If they arrive slowly, the launch will be weak too — see Slide feels too slow.
Character is launched in the wrong direction
The launch aims along the end of the slide, tilted by Launch Pitch. The Exit Arrow in the viewport always shows the result.
Fix- Reshape the last section of the spline. Select the last spline point and adjust its position or tangent so the end of the path points where you want the rider to go.
- Adjust Launch Pitch. Positive values tilt the launch upward; negative values tilt it down. The final angle is limited to ±89°.
- Check the spline direction. Riders always travel from the first point to the last. If they're going "backwards", the spline is reversed.
- Check for obstacles at the exit. If the exit is blocked, the rider is moved to a safe spot above the end of the slide before being released, which can change how the launch looks. Clear the area around the last spline point.
Still stuck?
Open the Example Map and compare your slide with an attraction that behaves the way you want. Select both and compare their settings in the Details panel — the difference is usually one or two values.
If you still need help, contact support through the Fab product page. Including your engine version, a screenshot of your slide's Details panel and the Print State output will help us answer quickly.