ue-character-movement
Use this skill when working with character movement, CharacterMovementComponent, CMC, movement modes, walking, falling, swimming, flying, custom movement, network prediction, FSavedMove, root motion, floor detection, step-up, or character physics. Also use for 'PhysWalking', 'PhysCustom', 'LaunchCha
By quodsoler · 837 installs
npx skills add quodsoler/unreal-engine-skills --skill ue-character-movement
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UE Character Movement
You are an expert in Unreal Engine's UCharacterMovementComponent (CMC), the core system that drives character locomotion, floor detection, network prediction, and root motion integration. You understand the full Phys pipeline, custom movement mode implementation, and the FSavedMove Character prediction architecture.
Context Check
Read .agents/ue project context.md to determine:
Whether the project uses ACharacter or a custom pawn with its own movement
The UE version (UE 5.4+ adds GravityDirection support, UE 5.5 changes DoJump signature)
Whether multiplayer is involved (affects prediction pipeline complexity)
Any existing CMC subclass or custom movement modes already in use
Information Gathering
Ask the developer:
1. Are you extending UCharacterMovementComponent or configuring the default one?
2. Do you need custom movement modes (wall running, climbing, dashing)?
3. Is this multiplayer? If so, do custom abilities need network prediction?
4. Are you integrating root motion from animations or gameplay code?
5. Do you need custom gravity directions (UE 5.4+)?
CMC Architecture
UCharacterMovementComponent sits at the end of a four level class hierarchy:
CMC also implements IRVOAvoidanceInterface and INetworkPredictionInterface . It is declared UCLASS(MinimalAPI) .
CMC lives as a default subobject on ACharacter , created in the constructor. ACharacter provides the capsule, skeletal mesh, and high level actions ( Jump , Crouch , LaunchCharacter ), while CMC handles the actual physics simulation, floor detection, and network prediction.
Movement Modes
CMC dispatches movement logic through EMovementMode :
Mode Value Description
MOVE None 0 No movement processing
MOVE Walking 1 Ground movement with floor detection and step up
MOVE NavWalking 2 Walking driven by navmesh projection
MOVE Falling 3 Airborne — gravity, air control, landing detection
MOVE Swimming 4 Fluid movement with buoyancy
MOVE Flying 5 Free 3D movement, no gravity
MOVE Custom 6 User defined; dispatches to PhysCustom with a uint8 sub mode
MOVE MAX 7 Sentinel value
Change modes with SetMovementMode(EMovementMode, uint8 CustomMode = 0) . The CMC calls OnMovementModeChanged(PreviousMode, PreviousCustomMode) after every transition, which is the correct place to handle enter/exit logic for custom modes.
Phys Movement Pipeline
Every tick, CMC processes movement through a strict pipeline. Understanding this flow is essential for writing correct custom movement or debugging unexpected behavior.
PerformMovement(float DeltaTime) is the main entry point (protected). It calls StartNewPhysics() , which dispatches to the appropriate Phys function based on the current EMovementMode . Each Phys function is protected virtual :
PhysWalking(float deltaTime, int32 Iterations) — ground movement
PhysNavWalking(float deltaTime, int32 Iterations) — navmesh projected walking
PhysFalling(float deltaTime, int32 Iterations) — airborne/gravity
PhysSwimming(float deltaTime, int32 Iterations) — fluid movement
PhysFlying(float deltaTime, int32 Iterations) — free flight
PhysCustom(float deltaTime, int32 Iterations) — your code here
Inside each Phys function, two core methods do the heavy lifting:
CalcVelocity computes the velocity for this frame:
SafeMoveUpdatedComponent moves the capsule and resolves penetration:
It wraps MoveUpdatedComponent and automatically handles depenetration if the move results in an overlap. Always prefer SafeMoveUpdatedComponent over MoveUpdatedComponent in custom Phys functions.
When a sweep hits a surface, SlideAlongSurface projects movement along it. When hits occur in a corner (two blocking surfaces), CMC calls TwoWallAdjust (virtual on UMovementComponent ) to compute a safe movement direction that avoids both walls. During PhysWalking , ComputeGroundMovementDelta (virtual) adjusts the velocity delta to follow the floor slope — it projects horizontal input onto the floor plane so the character walks along inclines rather than into them.
See references/movement pipeline.md for the full flow diagram and per mode breakdown.
Floor Detection
CMC's walking mode relies on continuous floor detection to determine whether the character is grounded.
FFindFloorResult
Floor Detection Methods
FindFloor is the primary method:
It delegates to ComputeFloorDist() , which performs a downward capsule sweep followed by a line trace. The sweep finds the floor surface, and the line trace validates walkability at the exact contact point.
Walkable Floor Angle
Two linked properties control what counts as "walkable":
WalkableFloorAngle (default 44.765 degrees) — the maximum surface angle in degrees
WalkableFloorZ — the corresponding Z component of the surface normal (auto calculated from the angle)
Set the angle, not the Z value directly. SetWalkableFloorAngle() updates both.
Custom Movement Modes
MOVE Custom with a uint8 sub mode is the standard way to add new movement types. This gives you up to 256 custom modes while reusing CMC's full network prediction pipeline.
Implementation Steps
1. Define custom mode constants:
2. Override PhysCustom in your CMC subclass:
3. Enter the mode using SetMovementMode :
4. Handle transitions in OnMovementModeChanged :
Inside PhysCustom , dispatch on CustomMovementMode and implement your simulation. Call CalcVelocity for acceleration, SafeMoveUpdatedComponent for capsule movement, and SetMovementMode when transitioning out.
See references/cmc extension patterns.md for a complete wall run implementation.
Network Prediction
CMC uses a client side prediction and server reconciliation model. The client runs movement locally, saves inputs, sends them to the server, and corrects if the server disagrees. This is why custom movement must integrate with the prediction pipeline to work in multiplayer.
FSavedMove Character
Each client tick generates a saved move that records the input state:
Key fields: bPressedJump , bWantsToCrouch , StartLocation , StartVelocity , SavedLocation , Acceleration , MaxSpeed .
Key virtuals to override for custom data:
Clear() — reset your custom fields
SetMoveFor(ACharacter , float, FVector const&, FNetworkPredictionData Client Character&) — capture your custom state from the CMC before the move executes
PrepMoveFor(ACharacter ) — restore your custom state before replaying a move
GetCompressedFlags() const — pack custom booleans into the uint8 flags
CanCombineWith(const FSavedMovePtr&, ACharacter , float) — return true only if two moves are identical (enables bandwidth optimization)
PostUpdate(ACharacter , EPostUpdateMode) — called after the move executes
IsImportantMove(const FSavedMovePtr&) — prevent combining if this move carries significant state
CompressedFlags
The uint8 returned by GetCompressedFlags has a fixed layout:
Flag Value Purpose
FLAG JumpPressed 0x01 Jump input
FLAG WantsToCrouch 0x02 Crouch input
FLAG Reserved 1 0x04 Engine reserved
FLAG Reserved 2 0x08 Engine reserved
FLAG Custom 0 0x10 Your custom flag
FLAG Custom 1 0x20 Your custom flag
FLAG Custom 2 0x40 Your custom flag
FLAG Custom 3 0x80 Your custom flag
You get four custom bits. For more complex state, use FCharacterNetworkMoveData .
FNetworkPredictionData Client Character
Override AllocateNewMove() to return your custom FSavedMove subclass:
The CMC exposes this via GetPredictionData Client() , which you override to lazy init your custom prediction data class.
Modern Packed RPCs
UE5 uses packed move RPCs on ACharacter :
ServerMovePacked(FCharacterServerMovePackedBits) — client to server
ClientMoveResponsePacked(FCharacterMoveResponsePackedBits) — server to client
The old RPCs ( ServerMove , ServerMoveDual , ClientAdjustPosition ) are DEPRECATED CHARACTER MOVEMENT RPC . For custom network data beyond CompressedFlags, derive FCharacterNetworkMoveData (override ClientFillNetworkMoveData , Serialize ), derive FCharacterNetworkMoveDataContainer , and call SetNetworkMoveDataContainer() in your CMC constructor.
See references/cmc extension patterns.md for full FSavedMove and network data implementation templates.
Root Motion
Root motion allows animations or gameplay code to drive character movement directly. CMC integrates root motion through FRootMotionSource and its subclasses.
FRootMotionSource
Base class fields:
Priority — higher priority sources override lower
LocalID — unique ID returned by ApplyRootMotionSource
InstanceName — FName for retrieval and removal
Duration — total time in seconds; negative Duration means infinite (runs until explicitly removed)
AccumulateMode — Override (replaces other sources) or Additive (stacks)
Subclasses
Class Key Parameters Use Case
FRootMotionSource ConstantForce Force , StrengthOverTime Knockback, wind
FRootMotionSource RadialForce Location , Radius , Strength Explosions, vortex
FRootMotionSource MoveToForce StartLocation , TargetLocation Dash to fixed point
FRootMotionSource MoveToDynamicForce SetTargetLocation() Homing dash
FRootMotionSource JumpForce Rotation , Distance , Height Targeted jump arc
CMC Methods
Apply a constant knockback:
Key Properties
Property Default Description
MaxWalkSpeed 600 Maximum ground speed
MaxAcceleration — Rate of speed change
GravityScale 1.0 Multiplier on world gravity
JumpZVelocity — Initial vertical velocity on jump
AirControl — Lateral control while falling (0 1)
GroundFriction — Friction on ground surfaces
BrakingDecelerationWalking — Deceleration when no input on ground
MaxStepHeight — Maximum height of obstacles to step over
WalkableFloorAngle 44.765 Max walkable surface angle in degrees
MaxWalkSpeedCrouched — Speed while crouching
MaxSwimSpeed — Maximum speed in water
MaxFlySpeed — Maximum speed when flying
MaxCustomMovementSpeed — Speed cap for custom modes
bOrientRotationToMovement — Rotate character toward movement direction
bUseControllerDesiredRotation — Smoothly rotate toward controller rotation
NetworkSmoothingMode — Simulated proxy interpolation mode
MaxSimulationTimeStep — Cap on sub step delta for stability
MaxSimulationIterations — Max physics iterations per frame
bUseRVOAvoidance false Enable RVO (reciprocal velocity obstacle) avoidance
AvoidanceGroup — FNavAvoidanceMask — group membership for avoidance filtering
AvoidanceWeight — float — higher weight yields right of way to other agents
Rotation
bOrientRotationToMovement and bUseControllerDesiredRotation are mutually exclusive in practice. The first rotates the character toward its velocity direction (third person), the second smoothly rotates toward where the controller is facing (strafing shooter). Set one, not both.
Gravity Direction (UE 5.4+)
Custom gravity reorients the entire movement simulation. Walking, falling, and floor detection all respect the gravity direction when HasCustomGravity() returns true .
ACharacter API
ACharacter provides high level movement actions that delegate to CMC:
Jump
Properties: bPressedJump , JumpMaxHoldTime , JumpMaxCount , JumpCurrentCount .
DoJump(bool bReplayingMoves, float DeltaTime) is the internal method called by CMC to apply the jump velocity. In UE 5.5+ it takes two parameters; the old DoJump(bool)