Explore Unreal Engine movement systems: Physics-driven (CMC) vs. scripted (Uncharted-style). Learn hybrid approaches, custom component setup, and animation syncing for AAA-quality gameplay. Step-by-step C++ examples included
Why Movement Systems Matter
Many developers struggle with two extremes:
“I must use only CMC!” → Ends up with janky animations.
“Scripting is too complex!” → Misses cinematic polish.
The truth? Most games use a hybrid approach. Here’s how to do it right.
1. Physics-Driven Movement (Default CMC)
Unreal’s Character Movement Component (CMC) handles gravity, slopes, and collisions automatically.
// Enable default walking mode
Character->GetCharacterMovement()->SetMovementMode(EMovementMode::MOVE_Walking);
When to Use
Multiplayer shooters (Fortnite)
Open-world survival (ARK: Survival Evolved)
Pros & Cons
Pros | Cons |
---|---|
2. Scripted Movement (Splines/Detectors)
// Switch to custom movement mode
Character->GetMovementComponent()->SetMovementMode(EMovementMode::MOVE_Custom);
Best For
Climbing systems (Uncharted)
Quick-time events (God of War)
Pros & Cons
Cinematic control
Time-consuming setup
3. Hybrid Systems: Best of Both Worlds
Example workflow for climbing:
// 1. Detect climbable surface
if (HasValidClimbPoint())
{
// 2. Switch to scripted mode
SetMovementMode(MOVE_Custom);
// 3. Play climb animation
PlayAnimMontage(ClimbMontage);
}
4. Syncing Animations & Abilities
Use these tools to avoid chaos:
Tools Table
Tool | Purpose |
---|---|
Motion Warping | Snap characters to ledges |
Anim Notifies | Trigger events mid-animation |
// Using Anim Notify in C++
void UClimbAnimNotify::Notify(USkeletalMeshComponent* MeshComp)
{
if (Actor = MeshComp->GetOwner())
{
Actor->StartClimb(); // Trigger climb logic
}
}
5. Building a Custom Movement Component
For advanced control, create a custom movement component. Ideal for:
Unique mechanics (e.g., wall-running, grappling hooks)
Mixed movement modes (e.g., flying + climbing)
Step 1: Create the Component
// Header (.h)
UCLASS()
class UCustomMovementComponent : public UCharacterMovementComponent
{
GENERATED_BODY()
public:
// Define custom movement modes
virtual void PhysCustom(float deltaTime, int32 Iterations) override;
};
Step 2: Add Custom Movement Logic
// Source (.cpp)
void UCustomMovementComponent::PhysCustom(float deltaTime, int32 Iterations)
{
// Example: Climbing logic
if (IsClimbing())
{
Velocity = ClimbDirection * ClimbSpeed;
MoveUpdatedComponent(Velocity * deltaTime, UpdatedComponent->GetComponentRotation(), true);
}
}
Step 3: Assign to Character
- In your Character class header:
UPROPERTY(VisibleAnywhere) UCustomMovementComponent* CustomMovement;
- In the constructor:
CustomMovement = CreateDefaultSubobject(TEXT("CustomMovement"));
Step 4: Switch Modes
// Enter climbing mode
CustomMovement->SetMovementMode(EMovementMode::MOVE_Custom);
When to Go Custom
Scenario | Solution |
---|---|
Unique movement (e.g., spider-man swinging) | Full custom component |
Minor tweaks (e.g., double jump) | Extend CMC, don’t reinvent |
Quick Guide
Shooters: 90% CMC + 10% Scripted
Cinematic Games: 30% CMC + 70% Scripted
Conclusion
Don’t fear hybrid systems! Even AAA games like Assassin’s Creed mix physics and scripting. Start simple, use Unreal’s tools, and iterate.
Need Help?
Study the Lyra Starter Game (Unreal 5 sample project).
Use Motion Warping plugin for smooth transitions.