Extended Movement Component

Updated May 25, 2026

The Extended Movement Component encapsulates character input handling, movement features, camera handling, and animation-related support. It is designed to be attached to a humanoid character so movement logic can live in a reusable component instead of being rebuilt inside every character Blueprint.

Basic vs Advanced

Depending on the framework version, two versions are available: Basic and Advanced. Both use Unreal Engine’s built-in Character Movement component (CharMoveComp). The Extended Movement Component does not replace Character Movement; it extends it with project-specific logic and supporting systems.

For shared setup guidance, see the Migration Guide and Integration Guide. Use the System Atlas to look up functions, variables, events, components, and ownership references. Use this page for Extended Movement Component-specific setup, runtime behavior, extension points, and integration notes.

Extended Movement Basic

The Basic version builds on an abstract class that defines the expected structure of the component. It is not intended to be a complete game-ready movement package; it provides the minimum working feature set needed to demonstrate the component pattern.

Movement features:

  • Move left/right and forward/backward.
  • Jump.

Camera features:

  • Third-person camera.
  • First-person camera with limited basic support.
  • Blending between camera modes.

Extended Movement Advanced

The Advanced version inherits from the Basic component and adds more gameplay-facing movement features:

  • Crouching.
  • Speed control for walk, run, and sprint.
  • Jetpack.
  • Ragdoll recovery / standing up.
  • Dodging.

Movement Input

Input is handled through Unreal Engine’s Enhanced Input System. Because the framework uses a component-driven architecture, movement input logic is kept inside the component class instead of being spread across the character Blueprint.

Each input type is organized into its own collapsed graph so movement, camera, and action logic stay readable.

Movement Input screenshot

Camera Input

Camera movement, including looking and zooming, is handled in its own graph. Keeping camera input separate from movement input makes the component easier to extend and helps avoid a single oversized event graph.

Camera Input screenshot

A Note About Timelines

Native Timeline nodes in Unreal Engine can behave unreliably inside Actor Components because they depend on tick state and world context. To keep timeline-style behavior consistent, including camera transitions, the Basic Blueprint includes a custom timeline implementation.

When extending the component or building a similar component, treat timeline behavior as a deliberate implementation detail rather than assuming native Timeline nodes will behave the same way they do in actor Blueprints.

A Note About Timelines screenshot