SuperAPI AI Directory

character-and-movement

Coding & development

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Updated 11-06 16:21

About this skill

Characters & movement

ACharacter is an APawn specialized for capsule-based, vertically-oriented movement. It owns a UCharacterMovementComponent (CMC) that handles walking, falling, swimming, flying, and custom movement modes with client-side prediction and server reconciliation included. Use it for humanoid players and NPCs; use a plain APawn or UFloatingPawnMovement for vehicles/drones.

When to use this skill

  • Creating a walking/running/jumping/swimming/flying character (player or AI).
  • Configuring CMC properties: speeds, gravity, air control, friction, rotation.
  • Switching or overriding movement modes (including custom modes).
  • Applying root motion sources from C++ (launching, impulses, warps).
  • Debugging prediction artifacts, network smoothing, or crouch silently failing.
  • Choosing between CMC and the experimental Mover plugin.

What ACharacter gives you

Built-in components declared in Character.h:350-360 (ACharacter : public APawn):

  • UCapsuleComponent — root collision capsule; CMC assumes vertical alignment. Access via GetCapsuleComponent().
  • USkeletalMeshComponent — animated mesh. Access via GetMesh(). Must be offset so the feet sit at the capsule bottom and the mesh faces +X by default.
  • UCharacterMovementComponent — all movement logic. Access via GetCharacterMovement() (also a templated form for subclasses).

The class hierarchy for movement is: UMovementComponent → UNavMovementComponent → UPawnMovementComponent → UCharacterMovementComponent. UPawnMovementComponent owns AddInputVector/ ConsumeInputVector; APawn::AddMovementInput (Pawn.h:499) accumulates input for CMC to consume each tick.

Typical third-person character

// MyCharacter.h
UCLASS()
class MYGAME_API AMyCharacter : public ACharacter
{
    GENERATED_BODY()
public:
    AMyCharacter();
protected:
    UPROPERTY(VisibleAnywhere) TObjectPtr<class USpringArmComponent> SpringArm;
    UPROPERTY(VisibleAnywhere) TObjectPtr<class UCameraComponent>   Camera;
};

// MyCharacter.cpp
#include "MyCharacter.h"
#include "GameFramework/SpringArmComponent.h"
#include "Camera/CameraComponent.h"
#include "GameFramework/CharacterMovementComponent.h"

AMyCharacter::AMyCharacter()
{
    SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
    SpringArm->SetupAttachment(GetRootComponent());    // capsule, not mesh
    SpringArm->TargetArmLength = 400.f;
    SpringArm->bUsePawnControlRotation = true;

    Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
    Camera->SetupAttachment(SpringArm);

    // Third-person: face movement direction, ignore controller yaw on actor
    bUseControllerRotationYaw   = false;
    GetCharacterMovement()->bOrientRotationToMovement = true;   // CMC.h:446
    GetCharacterMovement()->RotationRate = FRotator(0.f, 540.f, 0.f); // CMC.h:410
    GetCharacterMovement()->MaxWalkSpeed = 500.f;               // CMC.h:275
    GetCharacterMovement()->JumpZVelocity = 450.f;              // CMC.h:164
    GetCharacterMovement()->GravityScale  = 1.0f;               // CMC.h:156
}

The SpringArm must attach to the capsule/root, not the mesh — otherwise it rotates with the animation skeleton.

Applying movement input

// Bind this to an Enhanced Input IA_Move action (2D axis)
void AMyCharacter::Move(const FInputActionValue& Value)
{
    const FVector2D Axis = Value.Get<FVector2D>();
    const FRotator YawRot(0.f, GetControlRotation().Yaw, 0.f);
    AddMovementInput(FRotationMatrix(YawRot).GetUnitAxis(EAxis::X), Axis.Y);
    AddMovementInput(FRotationMatrix(YawRot).GetUnitAxis(EAxis::Y), Axis.X);
}

void AMyCharacter::Look(const FInputActionValue& Value)
{
    const FVector2D Delta = Value.Get<FVector2D>();
    AddControllerYawInput(Delta.X);
    AddControllerPitchInput(Delta.Y);
}

AddMovementInput (Pawn.h:499) accumulates a pending vector that CMC reads and clears each tick via ConsumeInputVector (PawnMovementComponent.h:86). Never bypass this with SetActorLocation on a networked character — it breaks prediction.

For AI, call path-following through UAIController; the navigation system drives movement via AddMovementInput internally.

Jumping and crouching

// In SetupPlayerInputComponent or IA_ binding:
Jump();       // ACharacter::Jump() — Character.h:828; sets bPressedJump
StopJumping(); // Character.h:837; clears hold force

// Multi-jump: set on the character
JumpMaxCount = 2;        // Character.h:740 — double-jump
JumpMaxHoldTime = 0.3f;  // Character.h:731 — hold for extra height

Crouch requires one flag before calling Crouch():

// In constructor or BeginPlay:
GetCharacterMovement()->GetNavAgentPropertiesRef().bCanCrouch = true;
// NavigationTypes.h:386 (FNavAgentProperties::bCanCrouch)

// Then in input binding:
Crouch();    // Character.h:988
UnCrouch();  // Character.h:997

Without bCanCrouch = true, Crouch() does nothing silently.

Movement modes

CMC tracks state in MovementMode (CMC.h:230, TEnumAsByte<EMovementMode>):

Mode Enum Physics function
Walking MOVE_Walking PhysWalking (CMC.h:1995)
Falling MOVE_Falling PhysFalling (CMC.h:1663)
Swimming MOVE_Swimming PhysSwimming (CMC.h:2004)
Flying MOVE_Flying PhysFlying (CMC.h:2001)
Custom MOVE_Custom PhysCustom (CMC.h:2007) — override this

Switch modes at runtime:

GetCharacterMovement()->SetMovementMode(MOVE_Flying);  // CMC.h:1276
// Revert to default land/water mode:
GetCharacterMovement()->SetDefaultMovementMode();      // CMC.h:1873

OnMovementModeChanged fires on both the CMC (CMC.h:1298) and the Character (Character.h:1041) — override either to react (e.g. turn on bNotifyApex when entering MOVE_Falling).

Custom movement mode

Override PhysCustom in a CMC subclass:

// MyMovementComponent.h
UCLASS()
class UMyMovementComponent : public UCharacterMovementComponent
{
    GENERATED_BODY()
protected:
    virtual void PhysCustom(float DeltaTime, int32 Iterations) override;
};

// MyMovementComponent.cpp
void UMyMovementComponent::PhysCustom(float DeltaTime, int32 Iterations)
{
    if (CustomMovementMode == 1)   // your sub-mode index (0-255)
    {
        // Compute velocity, call MoveUpdatedComponent, handle hits...
        Super::PhysCustom(DeltaTime, Iterations);
    }
}

Use ObjectInitializer.SetDefaultSubobjectClass<UMyMovementComponent>(...) in the Character constructor to substitute the CMC subclass.

Rotation modes

Three mutually exclusive intents — pick exactly one:

Property Owner Behavior
bOrientRotationToMovement (CMC.h:446) CMC Rotate actor toward velocity direction. Typical third-person.
bUseControllerRotationYaw (APawn) Character Actor yaw tracks controller yaw. Typical first-person/strafe.
bUseControllerDesiredRotation (CMC.h:439) CMC Smooth-rotate toward controller rotation; overridden by Orient.

Setting both bOrientRotationToMovement and bUseControllerRotationYaw causes the actor to fight itself every frame — a common bug.

Root motion sources (programmatic)

Root motion sources let C++ inject procedural movement that participates in CMC's prediction loop — unlike raw SetActorLocation. Montage-driven root motion (animation clip data) flows automatically through CMC when the montage has RootMotionMode != NoRootMotionExtraction.

// Launch the character along an arc using a root motion source:
TSharedPtr<FRootMotionSource_JumpForce> JumpSource =
    MakeShared<FRootMotionSource_JumpForce>();
JumpSource->InstanceName    = FName("MyArcJump");
JumpSource->Duration        = 0.6f;
JumpSource->Height          = 200.f;
JumpSource->bDisableTimeout = false;
GetCharacterMovement()->ApplyRootMotionSource(JumpSource); // CMC.h:2807

Remove by name when done:

GetCharacterMovement()->RemoveRootMotionSource(FName("MyArcJump")); // CMC.h:2819

See references/root-motion-and-launch.md for the full FRootMotionSource type catalogue and network considerations.

Networking (free, but mind authority)

CMC implements the full client-prediction + server-reconciliation loop via PerformMovement (CMC.h:2291) and FSavedMove_Character (CMC.h:2980). Key rules:

  • Drive all movement through AddMovementInput/Jump/LaunchCharacter so moves are saved and replayed correctly.
  • Adding custom state to prediction requires subclassing FSavedMove_Character and overriding GetCompressedFlags/SetMoveFor/PrepMoveFor.
  • NetworkMaxSmoothUpdateDistance (CMC.h:839) controls when CMC teleports vs. interpolates to a correction; increase it if you see snap-corrections on simulated proxies.
  • ReplicatedMovementMode (Character.h:703) replicates the enum to simulated proxies so they can transition physics locally.

See references/networked-movement.md for the full prediction loop, custom move flags, and RPC flow.

Key CMC properties

Property Line Purpose
MaxWalkSpeed 275 Top speed on ground
MaxWalkSpeedCrouched 279 Top speed while crouched
MaxAcceleration 295 Rate of velocity build-up
GroundFriction 255 Deceleration friction while grounded
BrakingDecelerationWalking (see BrakingDeceleration*) Deceleration when no input
GravityScale 156 Multiplies world gravity
JumpZVelocity 164 Initial vertical impulse
AirControl 360 Lateral control while airborne (0–1)
RotationRate 410 Degrees/sec for orientation modes
bConstrainToPlane (MovementComponent.h:155) Lock motion to a plane (2-D games)

All lines above refer to CharacterMovementComponent.h unless noted.

Mover plugin (experimental successor)

Engine/Plugins/Experimental/Mover/ contains the Mover plugin, intended as the long-term replacement for CMC. Key differences versus CMC:

  • Actor-type agnostic (UMoverComponent does not require ACharacter).
  • Movement modes are modular objects, not an enum + switch.
  • Uses rollback networking (Network Prediction Plugin or Chaos Networked Physics) instead of CMC's client-RPC model.
  • State is guarded — no direct velocity manipulation; use modes, layered moves, and instant effects.
  • APIs, data formats, and properties are still subject to breaking changes.

Epic states CMC will remain supported "for the foreseeable future" after Mover reaches production status. For new projects targeting UE 5.8+, evaluate Mover only if you need its modular architecture or non-capsule shapes and can accept experimental status. See references/networked-movement.md for the CMC vs. Mover replication model comparison, and the dedicated mover-movement-system skill for full Mover setup, modes, layered moves, and backends.

Gotchas

  • SetActorLocation on a networked character bypasses prediction; use AddMovementInput, Jump, or LaunchCharacter instead.
  • bOrientRotationToMovement + bUseControllerRotationYaw both true — they fight each other every frame; pick one.
  • Crouch with bCanCrouch unset silently does nothing. Set it on NavAgentProps before calling Crouch().
  • SpringArm parented to mesh — rotates with the skeleton; parent to the root capsule.
  • Mesh not offset — align so feet meet capsule bottom and mesh forward faces +X, or movement/animation will be misaligned.
  • PhysCustom not overriding — you must subclass CMC and inject via ObjectInitializer.SetDefaultSubobjectClass, not just override in the Character.
  • JumpMaxHoldTime non-zero without StopJumping() — the character accumulates vertical velocity indefinitely until hold time expires.
  • Moving a Static mobility component at runtime — mobility must be Movable; static components ignore transforms at play.
  • Overlapping PhysicsVolume changes CMC's water mode automatically if the volume is a water volume; be aware when swimming detection differs from your game's logic.

Version notes

  • TObjectPtr<T> for UPROPERTY members is the UE5+ idiom; legacy code uses raw T*, which still compiles.
  • Custom gravity direction (GravityDirection, added in UE 5.x) is a VisibleAnywhere BlueprintReadOnly property (CMC.h:201) — useful for wall-walking. Replicated via Character.h:575 (ReplicatedGravityDirection).
  • CharacterMovementConstants::AsyncCharacterMovement CVar enables async CMC updates (CMC.h:45); experimental in 5.8 — test with it off first.
  • Line numbers in engine headers drift across patch releases; header paths and class/function names are stable.

References & source material

Engine source (UE 5.8, Engine/Source/Runtime/Engine/Classes/):

  • GameFramework/Character.h — ACharacter:338, Jump:828, StopJumping:837, Crouch:988, UnCrouch:997, JumpMaxCount:740, JumpMaxHoldTime:731, OnMovementModeChanged:1041, ReplicatedMovementMode:703, ReplicatedGravityDirection:575.
  • GameFramework/CharacterMovementComponent.h — MovementMode:230, CustomMovementMode:238, GravityScale:156, JumpZVelocity:164, GroundFriction:255, MaxWalkSpeed:275, MaxWalkSpeedCrouched:279, MaxAcceleration:295, AirControl:360, RotationRate:410, bUseControllerDesiredRotation:439, bOrientRotationToMovement:446, NetworkMaxSmoothUpdateDistance:839, SetMovementMode:1276, OnMovementModeChanged:1298, PhysFalling:1663, PhysWalking:1995, PhysFlying:2001, PhysSwimming:2004, PhysCustom:2007, PerformMovement:2291, FSavedMove_Character:2980, ApplyRootMotionSource:2807, RemoveRootMotionSource:2819.
  • GameFramework/Pawn.h — AddMovementInput:499.
  • GameFramework/PawnMovementComponent.h — GetPendingInputVector:69, ConsumeInputVector:86.
  • GameFramework/NavMovementComponent.h — NavAgentProps:61.
  • AI/Navigation/NavigationTypes.h — FNavAgentProperties::bCanCrouch:386.
  • GameFramework/MovementComponent.h — bConstrainToPlane:155.
  • GameFramework/RootMotionSource.h — FRootMotionSource, FRootMotionSource_JumpForce.

Plugin source (UE 5.8):

  • Engine/Plugins/Experimental/Mover/Source/Mover/Public/MoverComponent.h
  • Engine/Plugins/Experimental/Mover/Source/Mover/Public/DefaultMovementSet/CharacterMoverComponent.h

Official docs (UE 5.8):

Deep-dive references in this skill: