Focused reference · Unreal Engine 5.8
Grounding, slopes, steps, and jumping
Ground test course
Build reusable geometry containing:
- flat acceleration/braking lane with distance marks;
- gradual slopes below, at, and above
WalkableFloorAngle; - steps below, at, and above
MaxStepHeight; - narrow ledges and corners for perching;
- low ceilings for crouch/uncrouch;
- moving and rotating bases;
- seams between collision pieces.
Test capsule behavior first. The skeletal mesh is not the authoritative collision body.
Rotation ownership
Choose one primary path:
bOrientRotationToMovement: face acceleration usingRotationRate;bUseControllerDesiredRotation: rotate toward controller desired rotation usingRotationRate;- explicit gameplay rotation: disable competing automatic rotation and own it in one system.
Also reconcile ACharacter::bUseControllerRotationYaw. Conflicting owners cause snapping,
oscillation, or a facing direction that disagrees with movement/aim.
Jump model
- Define target apex height, time to apex, total airtime, horizontal control, and variable jump behavior.
- Tune
JumpZVelocityandGravityScaletogether. - Configure Character jump-hold behavior (
JumpMaxHoldTime) only if variable-height jumps are desired; bind press to Jump and release to Stop Jumping. - Tune
AirControl, boost settings, falling friction, and lateral cap. - Add coyote time and buffered jump as explicit gameplay forgiveness; route the timestamped
input design to
$unreal-enhanced-input. - Test stepping off edges, ceilings, slopes, moving bases, repeated press, held input, and landing during a buffered request.
Use CMC's GetMaxJumpHeight/GetMaxJumpHeightWithJumpTime as diagnostics, then verify in the
actual level because collision, slopes, bases, and frame/network behavior matter.
Sprint and crouch
- Treat sprint as a state that changes desired max speed and perhaps acceleration, not as a second movement implementation.
- Decide hold versus toggle in the input layer.
- Keep the server authoritative over sprint/crouch eligibility.
- Use Character crouch support so capsule changes and movement integration remain coherent.
- Test uncrouch obstruction; never force the capsule into a ceiling.