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
ACharacteror a custom pawn with its own movement - The UE version (UE 5.4+ adds
GravityDirectionsupport, UE 5.5 changesDoJumpsignature) - Whether multiplayer is involved (affects prediction pipeline complexity)
- Any existing CMC subclass or custom movement modes already in use
Information Gathering
Ask the developer:
- Are you extending
UCharacterMovementComponentor configuring the default one? - Do you need custom movement modes (wall-running, climbing, dashing)?
- Is this multiplayer? If so, do custom abilities need network prediction?
- Are you integrating root motion from animations or gameplay code?
- 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:
| 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 movementPhysNavWalking(float deltaTime, int32 Iterations)— navmesh-projected walkingPhysFalling(float deltaTime, int32 Iterations)— airborne/gravityPhysSwimming(float deltaTime, int32 Iterations)— fluid movementPhysFlying(float deltaTime, int32 Iterations)— free flightPhysCustom(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 degreesWalkableFloorZ— 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
- Define custom mode constants:
UENUM(BlueprintType)
enum class ECustomMovementMode : uint8
{
WallRun = 0,
Climb = 1,
Dash = 2
};
- Override
PhysCustomin your CMC subclass:
virtual void PhysCustom(float deltaTime, int32 Iterations) override;
- Enter the mode using
SetMovementMode:
SetMovementMode(MOVE_Custom, static_cast<uint8>(ECustomMovementMode::WallRun));
- 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 fieldsSetMoveFor(ACharacter*, float, FVector const&, FNetworkPredictionData_Client_Character&)— capture your custom state from the CMC before the move executesPrepMoveFor(ACharacter*)— restore your custom state before replaying a moveGetCompressedFlags() const— pack custom booleans into theuint8flagsCanCombineWith(const FSavedMovePtr&, ACharacter*, float)— returntrueonly if two moves are identical (enables bandwidth optimization)PostUpdate(ACharacter*, EPostUpdateMode)— called after the move executesIsImportantMove(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:
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 serverClientMoveResponsePacked(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 lowerLocalID— unique ID returned byApplyRootMotionSourceInstanceName—FNamefor retrieval and removalDuration— total time in seconds; negative Duration means infinite (runs until explicitly removed)AccumulateMode—Override(replaces other sources) orAdditive(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
// 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
| 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+)
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 datareferences/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 thisue-animation-system— Root motion from AnimMontage, animation-driven movementue-physics-collision— Sweep queries, collision channels used by CMC floor detectionue-gameplay-abilities— GAS abilities that trigger movement modes or root motionue-ai-navigation— NavMesh integration, MOVE_NavWalking, RVO avoidanceue-input-system— Enhanced Input feeding movement input to CMCue-actor-component-architecture— Component subobject patterns for CMC subclasses