c58a17b8af38f6742ead2d0a2752809bcecfadf8
Field report: walking onto hilly-looking colliders (the new convex rock hulls are ramps) raised the character's Y, and with gravity zero + SnapToGround off nothing ever brought it back down - the character floated and its shadow drifted away. Fix inside CharacterProcessor.PhysicsUpdate: capture the pre-update Y and restore it (plus zero RelativeVelocity.y) after the CC sequence - the character update itself can never change the movement plane, while spawn/teleport writes made outside the update stay honored. Deterministic + idempotent (rollback-safe), identical on server + predicted client. Verified live: player shoved into a cover-hull sloped edge decollided ~1 u horizontally with Y bit-exact at 1.0000 (the case that previously rode up the slope); 466/466 EditMode, console clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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