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There's no support for that. You'll have to write something yourself (or use CharacterVirtual, which was made for this). Stair stepping typically involves:

  1. Detecting that there is a step (you're blocked by something that has a normal that points towards the character)
  2. Doing a collision cast upwards with the step height
  3. Doing a cast forwards with a distance that is big enough to land on the step
  4. Doing a cast downwards with the step height
  5. Detecting that the slope the character ends up on is valid (and if not, reverting)

Since a kinematic body can only have 1 velocity per simulation step, this means that it is impossible to do this using the normal physics update (which Character uses). Y…

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@slapin
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