Focused reference · Unreal Engine 5.8

Character Movement parameter effects

unreal-character-movement/references/parameter-effects.md

Units follow Unreal's centimeter-based world unless the project changes conventions.

ParameterPrimary effectIncreasing it doesImportant coupling
MaxWalkSpeed (cm/s)Maximum ground speed; also maximum lateral falling speedRaises travel/top air-lateral capAcceleration, braking, animation stride
MaxAcceleration (cm/s²)Rate velocity can change from inputReaches desired velocity/direction fasterGround friction, analog magnitude
BrakingDecelerationWalking (cm/s²)Constant deceleration with no accelerationShortens coast/stopping timeBraking friction/factor
GroundFrictionGround movement control/frictionIncreases directional grip and braking when shared braking friction is usedbUseSeparateBrakingFriction
bUseSeparateBrakingFrictionSelects dedicated braking frictionSeparates turning grip from no-input stopping dragBrakingFriction, factor
BrakingFrictionDrag coefficient while brakingShortens coast when separate braking friction is activeBrakingFrictionFactor
RotationRate (deg/s)Rotation change rateTurns facing fasterOnly used by controller-desired or orient-to-movement modes
AirControlLateral control during fallingPermits stronger steering in airBoost multiplier/threshold, falling friction
FallingLateralFrictionDrag on lateral falling motionRemoves lateral velocity faster in airBraking deceleration falling
JumpZVelocity (cm/s)Initial upward jump velocityRaises jump and airtime for fixed gravityGravity scale, jump hold
GravityScaleMultiplier on character gravityIncreases downward acceleration and shortens airtimeJump Z velocity
MaxStepHeight (cm)Maximum step-up heightTraverses taller ledges without jumpingCapsule, floor angle, geometry
WalkableFloorAngle (0–90°)Maximum walkable slopeAccepts steeper surfaces as floorFloor normals, slide design
PerchRadiusThreshold (cm)Rejects edge contacts near capsule rimRequires more capsule support to perchLedge behavior, capsule radius
MaxWalkSpeedCrouched (cm/s)Crouched top speedSpeeds crouched travelCrouched capsule and animation
MinAnalogWalkSpeed (cm/s)Speed at minimum analog tiltRaises low-stick movement floorDead zone and response curve

Tuning method

  1. Tune a clean flat test lane without animation-driven motion.
  2. Measure time to 90% speed and stopping distance, not just max speed.
  3. Tune direction reversal separately from release-to-stop.
  4. Add rotation ownership and rate.
  5. Test stick magnitudes, keyboard digital input, low and high frame rates.
  6. 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.