Ultimate Movement System

Replicated Movement System With Dynamic Transitions, Distance Matching And More..

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Description

Devlog | Swimming Movement | Traversal Mechanics | Playable Demo | MetaHuman Example

It’s highly recommended to have at least the basic knowledge of blueprints to use this asset. This is not a plug-and-play system. Otherwise, it might be confusing to work with it.

Update

Update 2

Known Issues: Wall Running is not replicated.

Ultimate Movement System is a replicated character movement constructor. You can create and modify your own movement types with a single component. Completely Game-driven and adapted animations with distance matching, orientation warping, and IK.

You can easily create new movement types, movement models, overlay states, stances, poses, and different gait profiles according to your game needs. All can have specific speeds, acceleration, deceleration, friction, and rotation rates (Check out the last image).

The goal of this asset is to have a good-looking movement system with limited resources. The example content uses only 2 animations for Forward and Backward locomotion and still, 8-way locomotion is possible with orientation warping. Different movement types will be added to further updates.

Technical Details

Input: Gamepad and Keyboard

Network Replicated: Yes

Supported Development Platforms: All

Documentation

Important/Additional Notes: The old Root Motion Controller Framework is available for 4.26 and 4.27. The new version is available for 5.1 and 5.2. Traversal mechanics will be available for 5.3.

Vault and Mantle animations are not included that are showcased in the Video.

Supported Engine Versions

4.26 – 4.27, 5.1 – 5.3