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Media 0 for listing Common Movement V2 -Network Prediction -Climb, Slide, Dash, Aim, Mantle, Stamina

Description

If you have any questions, you can ask here: Discord

My email: RealmDelight@Outlook.com

Updated: Version2.0, included all 1.0 features, meanwhile, support Climb, Aim, Mantle, Stamina.

Version2.0 : Video Showcase2.0 | SampleProject2.0 | PlayableDemo2.0 | Documentation

If you are looking for a physics based multiplayer movement that support { Slide(support sliding while Jumping), Jump(support Jumping while Sliding), Climb(support auto and manual), Dash(equivalent to a sprint that consumes stamina), Aim(support strafing 8-way locomotion), Mantle(support auto and manual), Stamina(net predicted by multiplayer movement ecosystem) }, a custom movement component solution in multiplayer, then it must be CM. All additional movement modes will have the same level of optimization, versatility, and seamless connection as the engine's default movement state: Jump, Crouch. So, you can give full play to your imagination to control character in your own game.

Full support for multiplayer games, optimized traffic bandwidth, and network latency, plugin-and-play custom movement components combined with UE5's newest animation blueprint technology. Provides a complete self-contained sample project that does not rely on third-party plugins and can be quickly and easily transplanted to your own game project.

Use this plugin, You don't need to modify the code. The entire plugin is highly parameterized. You can create the desired effect by adjusting the parameters in the blueprint. If you need some new features, you can also provide feedback on discord or email.

You can try the Demo to see the effect of this plugin: you can slide forward, backward, left, and right, and you can also run forward, backward, left, and right at high speed (these can be adjusted through parameters, no code is required).

 

Sprint state in CommonMovement is a continuous state based on CharacterMovementComponent (CMC), similar to the default sprint of characters in Apex Legend. In essence, it does not conflict with tactical sprint (or dodge and pounce?). You can take a look at GA_Dash in the Lyra sample project and its LyraCharacterMovementComponent for best practices. The development of this plugin is basically based on Lyra and uses CommonMovement to expand into a third-person Apex Lengend or THE FINALS movement system. So CommonMovement is also easy to integrate into the Lyra sample project or other project

The plugin is fully in line with the design philosophy of Unreal Engine and the UE ecosystem. It is very convenient to be compatible with the features of the updated version of UE. For example, it is very convenient to use with the latest animation blueprint system. It will also support Mover2.0 of UE5.5 in the future.

#️⃣ UE VERSION INFO:

5.1: Common Movement V1 [latest update: 1.0] discontinued

5.2 / 5.3 / 5.4: Common Movement V2 [latest update: 2.0.311] active

Version 1.0 : Contrast With "The Finals" | Playable Demo | Sample Project

Provides a pure blueprint project with a few simple blueprint classes that can cover all Control logic, and all blueprint content is under the top-level folder, so you can also seamlessly migrate it to your own project.

Animation Blueprint is separate from Lyra, so you can easily reuse it in your own projects. At the same time, it provides a simplified animation blueprint framework example, which not only improves the expressiveness of the animation system, but also improves performance, is easy to expand and reuse, and empowers the development of animation systems.

Sample project dependent plugins (Free Epic official plugins) are Animation Warping, Animation Locomotion Library.

(If this plugin update resulted in the need to make some modifications in the blueprint class, there will be a detailed update changelog tutorial in the document. If you don’t see the corresponding plugin version number changelog update, you can rest assured to update the plugin. It will not have any impact on the blueprint class)

Features:

  • Compatible with all server modes, LS, DS, stand-alone, all are available. It supports three Net_Role: Authority, Autonomous, and Simulated with exactly the same character control experience. Utilizing the network prediction feature of UE5 to optimize, characters can still move at high speed with considerable smoothness even under high latency conditions.

  • Simple and fast to use, all the control logic of the character only needs to use a few blueprint nodes in the Character blueprint class.

  • Easy to configure, provides many parameters setup and can be flexibly configured according to the designer's needs to achieve competitive fairness in multiplayer games.

  • High-mobility character control in multiplayer games can expand the skills of controlling characters when moving at high speed, completely supporting physical simulation.

Code Modules:

  •  CommonMovement (Runtime)

Network Replicated: Yes (Listen & Dedicated Servers)

Number of C++ Classes: 20

Number of Blueprints: 3 (In sample project, not plugin: only need 1 character class, 2 animation blueprint class)

Supported Development Platforms: Windows

Supported Target Build Platforms: Windows

Included formats

  • logo of Unreal Engine format