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 viaGetCapsuleComponent().USkeletalMeshComponent— animated mesh. Access viaGetMesh(). Must be offset so the feet sit at the capsule bottom and the mesh faces +X by default.UCharacterMovementComponent— all movement logic. Access viaGetCharacterMovement()(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/LaunchCharacterso moves are saved and replayed correctly. - Adding custom state to prediction requires subclassing
FSavedMove_Characterand overridingGetCompressedFlags/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 (
UMoverComponentdoes not requireACharacter). - 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 ue-mover-movement-system
skill for full Mover setup, modes, layered moves, and backends.
Gotchas
SetActorLocationon a networked character bypasses prediction; useAddMovementInput,Jump, orLaunchCharacterinstead.bOrientRotationToMovement+bUseControllerRotationYawboth true — they fight each other every frame; pick one.- Crouch with
bCanCrouchunset silently does nothing. Set it onNavAgentPropsbefore callingCrouch(). - 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.
PhysCustomnot overriding — you must subclass CMC and inject viaObjectInitializer.SetDefaultSubobjectClass, not just override in the Character.JumpMaxHoldTimenon-zero withoutStopJumping()— the character accumulates vertical velocity indefinitely until hold time expires.- Moving a
Staticmobility component at runtime — mobility must beMovable; static components ignore transforms at play. - Overlapping
PhysicsVolumechanges 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>forUPROPERTYmembers is the UE5+ idiom; legacy code uses rawT*, which still compiles.- Custom gravity direction (
GravityDirection, added in UE 5.x) is aVisibleAnywhere BlueprintReadOnlyproperty (CMC.h:201) — useful for wall-walking. Replicated viaCharacter.h:575(ReplicatedGravityDirection). CharacterMovementConstants::AsyncCharacterMovementCVar 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.hEngine/Plugins/Experimental/Mover/Source/Mover/Public/DefaultMovementSet/CharacterMoverComponent.h
Official docs (UE 5.8):
- Characters — https://dev.epicgames.com/documentation/unreal-engine/characters-in-unreal-engine
- Gameplay Framework — https://dev.epicgames.com/documentation/unreal-engine/gameplay-framework-in-unreal-engine
- Mover — https://dev.epicgames.com/documentation/unreal-engine/mover-in-unreal-engine
- Mover vs CMC — https://dev.epicgames.com/documentation/unreal-engine/comparing-mover-and-character-movement-component-in-unreal-engine
- Networking & Multiplayer — https://dev.epicgames.com/documentation/unreal-engine/networking-and-multiplayer-in-unreal-engine
Deep-dive references in this skill:
- references/movement-modes-and-custom.md — full
mode state machine,
PhysCustomwalkthrough, gravity direction, plane constraints. - references/networked-movement.md — prediction
loop,
FSavedMove_Character, custom move flags, network smoothing, Mover comparison. - references/root-motion-and-launch.md — root
motion source types,
LaunchCharacter, animation root motion and networking.