diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml
index e8d7ac9920e..59660b4de55 100644
--- a/doc/classes/PhysicsBody2D.xml
+++ b/doc/classes/PhysicsBody2D.xml
@@ -28,11 +28,13 @@
 			<param index="0" name="distance" type="Vector2" />
 			<param index="1" name="test_only" type="bool" default="false" />
 			<param index="2" name="safe_margin" type="float" default="0.08" />
+			<param index="3" name="recovery_as_collision" type="bool" default="false" />
 			<description>
 				Moves the body along the vector [param distance]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code].
 				Returns a [KinematicCollision2D], which contains information about the collision when stopped, or when touching another body along the motion.
 				If [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given.
 				[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.safe_margin] for more details).
+				If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is used e.g. by [CharacterBody2D] for improving floor detection during floor snapping.
 			</description>
 		</method>
 		<method name="remove_collision_exception_with">
@@ -48,11 +50,13 @@
 			<param index="1" name="distance" type="Vector2" />
 			<param index="2" name="collision" type="KinematicCollision2D" default="null" />
 			<param index="3" name="safe_margin" type="float" default="0.08" />
+			<param index="4" name="recovery_as_collision" type="bool" default="false" />
 			<description>
 				Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code].
 				Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [param distance]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
 				[param collision] is an optional object of type [KinematicCollision2D], which contains additional information about the collision when stopped, or when touching another body along the motion.
 				[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.safe_margin] for more details).
+				If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies.
 			</description>
 		</method>
 	</methods>
diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml
index 310671274f4..bf7882a1ea1 100644
--- a/doc/classes/PhysicsBody3D.xml
+++ b/doc/classes/PhysicsBody3D.xml
@@ -35,12 +35,14 @@
 			<param index="0" name="distance" type="Vector3" />
 			<param index="1" name="test_only" type="bool" default="false" />
 			<param index="2" name="safe_margin" type="float" default="0.001" />
-			<param index="3" name="max_collisions" type="int" default="1" />
+			<param index="3" name="recovery_as_collision" type="bool" default="false" />
+			<param index="4" name="max_collisions" type="int" default="1" />
 			<description>
 				Moves the body along the vector [param distance]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code].
 				The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision when stopped, or when touching another body along the motion.
 				If [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given.
 				[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details).
+				If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is used e.g. by [CharacterBody3D] for improving floor detection during floor snapping.
 				[param max_collisions] allows to retrieve more than one collision result.
 			</description>
 		</method>
@@ -65,12 +67,14 @@
 			<param index="1" name="distance" type="Vector3" />
 			<param index="2" name="collision" type="KinematicCollision3D" default="null" />
 			<param index="3" name="safe_margin" type="float" default="0.001" />
-			<param index="4" name="max_collisions" type="int" default="1" />
+			<param index="4" name="recovery_as_collision" type="bool" default="false" />
+			<param index="5" name="max_collisions" type="int" default="1" />
 			<description>
 				Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code].
 				Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [param distance]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
 				[param collision] is an optional object of type [KinematicCollision3D], which contains additional information about the collision when stopped, or when touching another body along the motion.
 				[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details).
+				If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies.
 				[param max_collisions] allows to retrieve more than one collision result.
 			</description>
 		</method>
diff --git a/doc/classes/PhysicsTestMotionParameters2D.xml b/doc/classes/PhysicsTestMotionParameters2D.xml
index 4f2b62f2d92..d8f96511dd6 100644
--- a/doc/classes/PhysicsTestMotionParameters2D.xml
+++ b/doc/classes/PhysicsTestMotionParameters2D.xml
@@ -29,8 +29,8 @@
 			Motion vector to define the length and direction of the motion to test.
 		</member>
 		<member name="recovery_as_collision" type="bool" setter="set_recovery_as_collision_enabled" getter="is_recovery_as_collision_enabled" default="false">
-			If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [method CharacterBody2D.move_and_slide] for improving floor detection when floor snapping is disabled.
-			If set to [code]false[/code], only collisions resulting from the motion are reported; this is used e.g. by [method PhysicsBody2D.move_and_collide].
+			If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [CharacterBody2D] for improving floor detection during floor snapping.
+			If set to [code]false[/code], only collisions resulting from the motion are reported, which is generally the desired behaviour.
 		</member>
 	</members>
 </class>
diff --git a/doc/classes/PhysicsTestMotionParameters3D.xml b/doc/classes/PhysicsTestMotionParameters3D.xml
index 5b07796a10d..e8f80ae1313 100644
--- a/doc/classes/PhysicsTestMotionParameters3D.xml
+++ b/doc/classes/PhysicsTestMotionParameters3D.xml
@@ -32,8 +32,8 @@
 			Motion vector to define the length and direction of the motion to test.
 		</member>
 		<member name="recovery_as_collision" type="bool" setter="set_recovery_as_collision_enabled" getter="is_recovery_as_collision_enabled" default="false">
-			If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [method CharacterBody3D.move_and_slide] for improving floor detection when floor snapping is disabled.
-			If set to [code]false[/code], only collisions resulting from the motion are detected; this is used e.g. by [method PhysicsBody3D.move_and_collide].
+			If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [CharacterBody3D] for improving floor detection during floor snapping.
+			If set to [code]false[/code], only collisions resulting from the motion are reported, which is generally the desired behaviour.
 		</member>
 	</members>
 </class>
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 714d196779a..2aa14aa11aa 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -34,8 +34,8 @@
 #include "scene/scene_string_names.h"
 
 void PhysicsBody2D::_bind_methods() {
-	ClassDB::bind_method(D_METHOD("move_and_collide", "distance", "test_only", "safe_margin"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08));
-	ClassDB::bind_method(D_METHOD("test_move", "from", "distance", "collision", "safe_margin"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08));
+	ClassDB::bind_method(D_METHOD("move_and_collide", "distance", "test_only", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08), DEFVAL(false));
+	ClassDB::bind_method(D_METHOD("test_move", "from", "distance", "collision", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08), DEFVAL(false));
 
 	ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions);
 	ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with);
@@ -54,9 +54,9 @@ PhysicsBody2D::~PhysicsBody2D() {
 	}
 }
 
-Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_distance, bool p_test_only, real_t p_margin) {
+Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_distance, bool p_test_only, real_t p_margin, bool p_recovery_as_collision) {
 	PhysicsServer2D::MotionParameters parameters(get_global_transform(), p_distance, p_margin);
-	parameters.recovery_as_collision = false; // Don't report collisions generated only from recovery.
+	parameters.recovery_as_collision = p_recovery_as_collision;
 
 	PhysicsServer2D::MotionResult result;
 
@@ -128,7 +128,7 @@ bool PhysicsBody2D::move_and_collide(const PhysicsServer2D::MotionParameters &p_
 	return colliding;
 }
 
-bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_distance, const Ref<KinematicCollision2D> &r_collision, real_t p_margin) {
+bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_distance, const Ref<KinematicCollision2D> &r_collision, real_t p_margin, bool p_recovery_as_collision) {
 	ERR_FAIL_COND_V(!is_inside_tree(), false);
 
 	PhysicsServer2D::MotionResult *r = nullptr;
@@ -141,7 +141,7 @@ bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_distan
 	}
 
 	PhysicsServer2D::MotionParameters parameters(p_from, p_distance, p_margin);
-	parameters.recovery_as_collision = false; // Don't report collisions generated only from recovery.
+	parameters.recovery_as_collision = p_recovery_as_collision;
 
 	return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), parameters, r);
 }
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index eaba9aadad1..1bc24f32643 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -47,11 +47,11 @@ protected:
 
 	Ref<KinematicCollision2D> motion_cache;
 
-	Ref<KinematicCollision2D> _move(const Vector2 &p_distance, bool p_test_only = false, real_t p_margin = 0.08);
+	Ref<KinematicCollision2D> _move(const Vector2 &p_distance, bool p_test_only = false, real_t p_margin = 0.08, bool p_recovery_as_collision = false);
 
 public:
 	bool move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
-	bool test_move(const Transform2D &p_from, const Vector2 &p_distance, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08);
+	bool test_move(const Transform2D &p_from, const Vector2 &p_distance, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08, bool p_recovery_as_collision = false);
 
 	TypedArray<PhysicsBody2D> get_collision_exceptions();
 	void add_collision_exception_with(Node *p_node); //must be physicsbody
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index 8888aa183a2..c6c59a5c641 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -34,8 +34,8 @@
 #include "scene/scene_string_names.h"
 
 void PhysicsBody3D::_bind_methods() {
-	ClassDB::bind_method(D_METHOD("move_and_collide", "distance", "test_only", "safe_margin", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(1));
-	ClassDB::bind_method(D_METHOD("test_move", "from", "distance", "collision", "safe_margin", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(1));
+	ClassDB::bind_method(D_METHOD("move_and_collide", "distance", "test_only", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(false), DEFVAL(1));
+	ClassDB::bind_method(D_METHOD("test_move", "from", "distance", "collision", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(false), DEFVAL(1));
 
 	ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &PhysicsBody3D::set_axis_lock);
 	ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &PhysicsBody3D::get_axis_lock);
@@ -91,10 +91,10 @@ void PhysicsBody3D::remove_collision_exception_with(Node *p_node) {
 	PhysicsServer3D::get_singleton()->body_remove_collision_exception(get_rid(), collision_object->get_rid());
 }
 
-Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_distance, bool p_test_only, real_t p_margin, int p_max_collisions) {
+Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_distance, bool p_test_only, real_t p_margin, bool p_recovery_as_collision, int p_max_collisions) {
 	PhysicsServer3D::MotionParameters parameters(get_global_transform(), p_distance, p_margin);
 	parameters.max_collisions = p_max_collisions;
-	parameters.recovery_as_collision = false; // Don't report collisions generated only from recovery.
+	parameters.recovery_as_collision = p_recovery_as_collision;
 
 	PhysicsServer3D::MotionResult result;
 
@@ -169,7 +169,7 @@ bool PhysicsBody3D::move_and_collide(const PhysicsServer3D::MotionParameters &p_
 	return colliding;
 }
 
-bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_distance, const Ref<KinematicCollision3D> &r_collision, real_t p_margin, int p_max_collisions) {
+bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_distance, const Ref<KinematicCollision3D> &r_collision, real_t p_margin, bool p_recovery_as_collision, int p_max_collisions) {
 	ERR_FAIL_COND_V(!is_inside_tree(), false);
 
 	PhysicsServer3D::MotionResult *r = nullptr;
@@ -182,7 +182,7 @@ bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_distan
 	}
 
 	PhysicsServer3D::MotionParameters parameters(p_from, p_distance, p_margin);
-	parameters.recovery_as_collision = false; // Don't report collisions generated only from recovery.
+	parameters.recovery_as_collision = p_recovery_as_collision;
 
 	return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r);
 }
diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h
index 184d8b00d0f..8e0296fd9b4 100644
--- a/scene/3d/physics_body_3d.h
+++ b/scene/3d/physics_body_3d.h
@@ -50,11 +50,11 @@ protected:
 
 	uint16_t locked_axis = 0;
 
-	Ref<KinematicCollision3D> _move(const Vector3 &p_distance, bool p_test_only = false, real_t p_margin = 0.001, int p_max_collisions = 1);
+	Ref<KinematicCollision3D> _move(const Vector3 &p_distance, bool p_test_only = false, real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1);
 
 public:
 	bool move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
-	bool test_move(const Transform3D &p_from, const Vector3 &p_distance, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, int p_max_collisions = 1);
+	bool test_move(const Transform3D &p_from, const Vector3 &p_distance, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1);
 
 	void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
 	bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;