The issue is likely the position of the collision model in your character. Are you using the old 'bv' soldier character (or a modified version thereof)? The old system had the collision model sitting on the ground by the character's feet. This is because the old character script was basically a ball rolling around on the ground, which is a bad way to handle character movement (our bad for perpetuating this and not correcting it earlier).
The new system uses a dynamic ray-casting system, which relies on having the 'base' collision object positioned up higher, around the characters' waist. This way the raycast checks down below the characters feet to see if they are falling, or alternately, if they need to be pushed up. If you have the collision object too low, then the ray doesn't have a chance to cast and figure out that the character needs to be lifted up because the collision object is preventing the character from actually moving up the stairs ;}
Solution:
- raise the collision model to about the character's waist - here's a screen showing the rough area where your character's collision model should be:
PROPER CHARACTER COLLISION SETUP
http://www.gamecore3d.com/index.php?q=gallery&g2_itemId=2736INCORRECT CHARACTER COLLISION SETUP
http://www.gamecore3d.com/index.php?q=gallery&g2_itemId=2739