Skillshub ue-character-movement

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:

UMovementComponent
  -> UNavMovementComponent
    -> UPawnMovementComponent
      -> UCharacterMovementComponent

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
:

ModeValueDescription
MOVE_None
0No movement processing
MOVE_Walking
1Ground movement with floor detection and step-up
MOVE_NavWalking
2Walking driven by navmesh projection
MOVE_Falling
3Airborne — gravity, air control, landing detection
MOVE_Swimming
4Fluid movement with buoyancy
MOVE_Flying
5Free 3D movement, no gravity
MOVE_Custom
6User-defined; dispatches to
PhysCustom
with a
uint8
sub-mode
MOVE_MAX
7Sentinel 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:

// BlueprintCallable
void CalcVelocity(float DeltaTime, float Friction, bool bFluid, float BrakingDeceleration);

SafeMoveUpdatedComponent
moves the capsule and resolves penetration:

virtual bool SafeMoveUpdatedComponent(
    const FVector& Delta,
    const FQuat& NewRotation,
    bool bSweep,
    FHitResult& OutHit,
    ETeleportType Teleport = ETeleportType::None
);

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

struct FFindFloorResult
{
    uint32 bBlockingHit : 1;    // Sweep hit something
    uint32 bWalkableFloor : 1;  // Hit surface passes walkability test
    uint32 bLineTrace : 1;      // Result came from line trace (not sweep)
    float FloorDist;             // Distance from capsule bottom to floor
    float LineDist;              // Distance from line trace
    FHitResult HitResult;        // Full hit result data

    bool IsWalkableFloor() const { return bBlockingHit && bWalkableFloor; }
};

Floor Detection Methods

FindFloor
is the primary method:

void FindFloor(
    const FVector& CapsuleLocation,
    FFindFloorResult& OutFloorResult,
    bool bCanUseCachedLocation,
    const FHitResult* DownwardSweepResult = nullptr
);

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:
UENUM(BlueprintType)
enum class ECustomMovementMode : uint8
{
    WallRun = 0,
    Climb   = 1,
    Dash    = 2
};
  1. Override
    PhysCustom
    in your CMC subclass:
virtual void PhysCustom(float deltaTime, int32 Iterations) override;
  1. Enter the mode using
    SetMovementMode
    :
SetMovementMode(MOVE_Custom, static_cast<uint8>(ECustomMovementMode::WallRun));
  1. Handle transitions in
    OnMovementModeChanged
    :
virtual void OnMovementModeChanged(EMovementMode PrevMode, uint8 PrevCustomMode) override;

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:

FlagValuePurpose
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:

class FMyNetworkPredictionData : public FNetworkPredictionData_Client_Character
{
public:
    FMyNetworkPredictionData(const UCharacterMovementComponent& ClientMovement)
        : FNetworkPredictionData_Client_Character(ClientMovement) {}

    virtual FSavedMovePtr AllocateNewMove() override;
};

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

ClassKey ParametersUse 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

// Returns uint16 LocalID for tracking
uint16 ApplyRootMotionSource(TSharedPtr<FRootMotionSource> Source);

// Retrieve by InstanceName
TSharedPtr<FRootMotionSource> GetRootMotionSource(FName InstanceName);

// Remove by InstanceName
void RemoveRootMotionSource(FName InstanceName);

Apply a constant knockback:

auto Knockback = MakeShared<FRootMotionSource_ConstantForce>();
Knockback->InstanceName = TEXT("Knockback");
Knockback->Duration = 0.3f;
Knockback->Force = KnockbackDirection * KnockbackStrength;
Knockback->AccumulateMode = ERootMotionAccumulateMode::Override;
CMC->ApplyRootMotionSource(Knockback);

Key Properties

PropertyDefaultDescription
MaxWalkSpeed
600Maximum ground speed
MaxAcceleration
Rate of speed change
GravityScale
1.0Multiplier 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
44.765Max 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
falseEnable 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+)

virtual void SetGravityDirection(const FVector& GravityDir);
FVector GetGravityDirection() const;
bool HasCustomGravity() const;
// Transform helpers (fields are protected — access via accessors)
FQuat GetWorldToGravityTransform() const;
FQuat GetGravityToWorldTransform() const;

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

void Jump();           // Sets bPressedJump, CMC handles velocity
void StopJumping();    // Clears jump input
bool CanJump() const;  // Checks CanJumpInternal

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)
is deprecated.

Crouch

void Crouch(bool bClientSimulation = false);
void UnCrouch(bool bClientSimulation = false);

bIsCrouched
is the replicated state. CMC handles capsule resizing and checks for clearance before uncrouching. Note:
CrouchedHalfHeight
on CMC is deprecated as of UE 5.0 — use
SetCrouchedHalfHeight()
/
GetCrouchedHalfHeight()
on the CMC instead.

LaunchCharacter

void LaunchCharacter(FVector LaunchVelocity, bool bXYOverride, bool bZOverride);

When

bXYOverride
is
true
, replaces XY velocity entirely. When
false
, adds to existing velocity. Same logic for
bZOverride
on the Z axis. Automatically transitions to
MOVE_Falling
.

Landed

virtual void Landed(const FHitResult& Hit);

Called when the character lands after falling. Override this for landing effects, damage, or animation triggers.

Accessors

UCharacterMovementComponent* GetCharacterMovement() const;
UCapsuleComponent* GetCapsuleComponent() const;
USkeletalMeshComponent* GetMesh() const;

Common Mistakes

Modifying velocity directly instead of using CalcVelocity:

// WRONG: Bypasses friction, braking, and acceleration curves
Velocity = GetLastInputVector() * MaxWalkSpeed;

// RIGHT: Let CMC handle physics
CalcVelocity(DeltaTime, GroundFriction, false, BrakingDecelerationWalking);

Forgetting to call Super in PhysCustom:

// WRONG: Skips base class bookkeeping
void UMyCMC::PhysCustom(float DT, int32 Iter)
{
    MyCustomLogic(DT, Iter);
}

// RIGHT: Call Super first (base PhysCustom is empty but future-proofs)
void UMyCMC::PhysCustom(float DT, int32 Iter)
{
    Super::PhysCustom(DT, Iter);
    MyCustomLogic(DT, Iter);
}

Not saving custom state in FSavedMove: Custom movement flags that are not captured in

SetMoveFor
and restored in
PrepMoveFor
will be lost during server correction replays, causing desyncs.

Using MoveUpdatedComponent instead of SafeMoveUpdatedComponent:

MoveUpdatedComponent
does not resolve penetration. In custom Phys* functions, always use
SafeMoveUpdatedComponent
to prevent the character from getting stuck inside geometry.

Setting both rotation flags:

bOrientRotationToMovement
and
bUseControllerDesiredRotation
conflict. The character oscillates between two desired rotations each frame. Pick one based on your camera style.

Using deprecated old-style RPCs:

ServerMove
,
ServerMoveDual
,
ClientAdjustPosition
are
DEPRECATED_CHARACTER_MOVEMENT_RPC
. Use the packed RPC pipeline and
FCharacterNetworkMoveData
for custom data.


Reference Files

  • references/cmc-extension-patterns.md
    — Complete CMC subclass templates: custom FSavedMove, prediction data, GetPredictionData_Client, wall-run PhysCustom, and custom network move data
  • references/movement-pipeline.md
    — Phys* flow diagrams, floor detection chain, step-up logic, PhysWalking/PhysFalling breakdowns, and root motion replication flow

Related Skills

  • ue-networking-replication
    — Replication fundamentals, RPCs, net roles; CMC prediction builds on this
  • ue-animation-system
    — Root motion from AnimMontage, animation-driven movement
  • ue-physics-collision
    — Sweep queries, collision channels used by CMC floor detection
  • ue-gameplay-abilities
    — GAS abilities that trigger movement modes or root motion
  • ue-ai-navigation
    — NavMesh integration, MOVE_NavWalking, RVO avoidance
  • ue-input-system
    — Enhanced Input feeding movement input to CMC
  • ue-actor-component-architecture
    — Component subobject patterns for CMC subclasses