Focused reference · Unreal Engine 5.8
Character Movement parameter effects
Units follow Unreal's centimeter-based world unless the project changes conventions.
| Parameter | Primary effect | Increasing it does | Important coupling |
|---|---|---|---|
MaxWalkSpeed (cm/s) | Maximum ground speed; also maximum lateral falling speed | Raises travel/top air-lateral cap | Acceleration, braking, animation stride |
MaxAcceleration (cm/s²) | Rate velocity can change from input | Reaches desired velocity/direction faster | Ground friction, analog magnitude |
BrakingDecelerationWalking (cm/s²) | Constant deceleration with no acceleration | Shortens coast/stopping time | Braking friction/factor |
GroundFriction | Ground movement control/friction | Increases directional grip and braking when shared braking friction is used | bUseSeparateBrakingFriction |
bUseSeparateBrakingFriction | Selects dedicated braking friction | Separates turning grip from no-input stopping drag | BrakingFriction, factor |
BrakingFriction | Drag coefficient while braking | Shortens coast when separate braking friction is active | BrakingFrictionFactor |
RotationRate (deg/s) | Rotation change rate | Turns facing faster | Only used by controller-desired or orient-to-movement modes |
AirControl | Lateral control during falling | Permits stronger steering in air | Boost multiplier/threshold, falling friction |
FallingLateralFriction | Drag on lateral falling motion | Removes lateral velocity faster in air | Braking deceleration falling |
JumpZVelocity (cm/s) | Initial upward jump velocity | Raises jump and airtime for fixed gravity | Gravity scale, jump hold |
GravityScale | Multiplier on character gravity | Increases downward acceleration and shortens airtime | Jump Z velocity |
MaxStepHeight (cm) | Maximum step-up height | Traverses taller ledges without jumping | Capsule, floor angle, geometry |
WalkableFloorAngle (0–90°) | Maximum walkable slope | Accepts steeper surfaces as floor | Floor normals, slide design |
PerchRadiusThreshold (cm) | Rejects edge contacts near capsule rim | Requires more capsule support to perch | Ledge behavior, capsule radius |
MaxWalkSpeedCrouched (cm/s) | Crouched top speed | Speeds crouched travel | Crouched capsule and animation |
MinAnalogWalkSpeed (cm/s) | Speed at minimum analog tilt | Raises low-stick movement floor | Dead zone and response curve |
Tuning method
- Tune a clean flat test lane without animation-driven motion.
- Measure time to 90% speed and stopping distance, not just max speed.
- Tune direction reversal separately from release-to-stop.
- Add rotation ownership and rate.
- Test stick magnitudes, keyboard digital input, low and high frame rates.
- Add animation and correct stride/lean presentation after trajectory is approved.
Do not publish universal numeric presets. Desired scale, camera, genre, capsule, animation, and network conditions change what feels correct.