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  1. Im using this image as an example. Player is moving left to right. The first step is fine, second step you can not go over. I tested in q3 and the way it handles this issue is if you are going really slow it will stop you otherwise you go up like a normal step. Now you might be thinking but mad this isn't meant to mirror q3 movement 1:1. The problem isn't reflexs movement accuracy to q3. You are meant to walk up stairs, specifically you can step up/on on ledges even 16u high. The problem is when making stairs sometimes a step can end up off grid because of rounding errors. Even a teeny tiny rounding error can cause the step to be impossible to go up. Imagine the vertex by the red circle is off grid even a tiny bit and the rest of the verts are on grid, this will cause the step to be broken. I have seen this on a few maps now and only really figured it out a while ago what causes it.