
Ue Character Movement
This is the skill you want if you're doing anything nontrivial with character movement in Unreal. It covers the full CharacterMovementComponent architecture, from the Phys* pipeline dispatch to FSavedMove prediction, floor detection walkability tests, and custom movement mode implementation. The references include actual CMC extension patterns and movement pipeline breakdowns, which is helpful because Epic's documentation tends to skip over how PhysWalking, CalcVelocity, and SafeMoveUpdatedComponent actually fit together. It also tracks version differences like UE 5.4's GravityDirection support and 5.5's DoJump signature change. If you're building wall running, custom gravity, or anything that needs to plug into the prediction system correctly, this will save you from reverse engineering the engine code.
- skills.sh installs
- 1.3K
- GitHub stars
- 446
- last updated
- Aug 21, 2026
Install
$ npx -y skills add quodsoler/unreal-engine-skills --skill ue-character-movement --agent claude-codeInstalls into .claude/skills of the current project.
Files
UE Character Movement
Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".
This skill covers UCharacterMovementComponent (CMC) and ACharacter: the movement-mode pipeline, floor detection and step-up, custom movement modes, client-side prediction and correction, root motion, custom gravity, and the 5.8 movement-base rework. Everything here ships in the Engine module — no plugin and no extra Build.cs entry beyond "Engine". Public headers: GameFramework/CharacterMovementComponent.h (which already pulls in GameFramework/RootMotionSource.h, GameFramework/CharacterMovementReplication.h, CharacterMovementComponentAsync.h and Interfaces/MovementBaseInterface.h), GameFramework/Character.h.
Context
Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.
Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.
Sponsors
Details
- Repository
- github.com/quodsoler/unreal-engine-skills
- Categories
- DevOps & CI/CD, Automation & Workflows, Sales & Marketing, Design & UI/UX, Game Development
- First seen
- Jun 3, 2026
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