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
๐ Reading time: 10 minutes
Why Movement Systems Matter
Many developers struggle with two extremes:
- ๐ง “I must use only CMC!” โ Ends up with janky animations.
- ๐ฌ “Scripting is too complex!” โ 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
- โ Multiplayer shooters (Fortnite)
- โ Open-world survival (ARK: Survival Evolved)
Pros & Cons
Pros | Cons |
---|---|
๐ Quick setup | ๐ฌ Clunky animations |
๐ Dynamic interactions | ๐ Physics glitches |
2. Scripted Movement (Splines/Detectors)
// Switch to custom movement mode
Character->GetMovementComponent()->SetMovementMode(EMovementMode::MOVE_Custom);
Best For
- ๐ฎ Climbing systems (Uncharted)
- ๐ฎ Quick-time events (God of War)
Pros & Cons
- โ Cinematic control
- โ 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:
- ๐น๏ธ Unique mechanics (e.g., wall-running, grappling hooks)
- ๐ฎ 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, donโt reinvent |
Quick Guide
- ๐ซ Shooters: 90% CMC + 10% Scripted
- ๐ฅ Cinematic Games: 30% CMC + 70% Scripted
Conclusion
Donโt fear hybrid systems! Even AAA games like Assassinโs Creed mix physics and scripting. Start simple, use Unrealโs tools, and iterate.
Need Help?
- ๐ Study the Lyra Starter Game (Unreal 5 sample project).
- ๐ฎ Use Motion Warping plugin for smooth transitions.