Quick answer: Increase Max Step Height / Perch settings, enable and tune Step Down, and raise the floor check distance so the capsule stays attached to the descending surface.
Going down a ramp your character buzzes vertically and the animation flickers between walk and fall. The capsule keeps losing floor contact and re-snapping. Tuning the floor detection so it stays grounded removes the jitter.
How to fix it
1. Increase floor check distance
Raise MaxStepHeight and the movement component's floor sweep distance so the capsule still finds the ground on a steep descent instead of entering falling state.
2. Tune perch radius and step down
Adjust PerchRadiusThreshold and PerchAdditionalHeight so the character commits to the surface on edges and slopes rather than oscillating off them.
3. Smooth the capsule snap
Enable bMaintainHorizontalGroundVelocity and ensure bUseFlatBaseForFloorChecks is set appropriately so the capsule does not tip and lose contact on the slope.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.