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Extended Movement Component

2 min read

Extended Movement Component #

Extended Movement Component #

The Extended Movement Component encapsulates input handling, movement, and animation for the character. This allows you to attach the component to any humanoid character and instantly take advantage of those features.


Basic vs Advanced #

There are two versions of the Extended Movement Component currently available (depending on which framework version you have), one Basic and one Advanced. Both still make use of UE's Character Movement (CharMoveComp) that is included with all Character blueprints, so it does not replace that, but extends it.

Extended Movement Basic #

This builds on an abstract class that defines the fundamental structure and expectations of the class. This version is not intended to be game-ready, but provides the bare minimum of functionality to demonstrate how such a component should work.

This implements the following movement features:

  • Moving left/right and forward/backward
  • Jumping

It also implements the following camera features:

  • Third Person camera
  • First Person camera (limited basic support)
  • Seamless blending between changing camera modes

Extended Movement Advanced #

This inherits from the basic component and adds the following features:

  • Crouching
  • Speed control (walk / run / sprint)
  • Jetpack
  • Ragdoll recovery (standing up)
  • Dodging

Movement Input #

Input is handled using UE's Enhanced Input System. Since we use a component-driven architecture for modularity, all the movement input logic can be found in its own graph within the component class. To keep things organized, each type of input is also collapsed into it's own graph.


Camera Input #

Likewise, camera movement (looking, zooming, etc) also has it's own graph, with various features being neatly organized into collapsed graphs.


A Note About Timelines #

Native Timeline nodes in Unreal Engine can behave unreliably inside Actor Components since they depend on the component’s tick state and world context. To ensure consistent timeline behavior (like camera transitions) the Basic blueprint includes its own custom timeline implementation. Please be aware of this if extending or building your own components.

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Table of Contents
  • Extended Movement Component
    • Extended Movement Component
    • Basic vs Advanced
      • Extended Movement Basic
      • Extended Movement Advanced
    • Movement Input
    • Camera Input
    • A Note About Timelines

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