Documentation category

Locomotion

Locomotion is the feel layer of the character. It is where movement, animation, skeletal meshes, pose sharing, and character presentation need to agree with each other. A system can be technically correct and still feel wrong if the character does not move, pose, or animate cleanly.

What This Enables

  • Characters with custom meshes, linked animation layers, leader posing, and project-specific visual setup.
  • Movement behavior that can be extended without rewriting the entire character stack.
  • A clean path for adapting Hyper characters to your own art direction, skeleton choices, and gameplay needs.

Working Advice

  • Change one thing at a time: mesh, animation layer, visual override, movement settings, then gameplay behavior.
  • Keep gameplay identity separate from visual identity. Your character can look different without becoming a different gameplay system.
  • If animation breaks, check skeleton compatibility and linked layers before touching unrelated gameplay Blueprints.