Quick answer: Increase acceleration and braking deceleration, tune the gravity scale and air control, and reduce ground friction lag for tighter, more responsive movement.
Floaty Unreal movement is the movement component tuning. Tightening it fixes the feel. Here is how.
How to fix it
1. Increase acceleration and braking
Raise the max acceleration and braking deceleration so the character reaches full speed and stops quickly. Low values make the character slow to respond, which reads as floaty and sluggish.
2. Tune gravity and air control
Increase the gravity scale so the character falls with weight rather than drifting down, and tune air control for the responsiveness you want mid-jump. A low gravity scale is a major cause of floaty-feeling jumps and falls.
3. Reduce movement lag
Tune ground friction and any movement smoothing so the character changes direction crisply. Excessive friction lag or smoothing makes movement feel mushy; tighter values make it responsive.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.