Avatar Movement
Avatar running and strafe modes
Last updated
Avatar running and strafe modes
Last updated
Experimental - Customers are encouraged to test and use this feature in their experiences, but it may still require some additional support
The character moves through the world in a way that players find rewarding and believable. Includes:
Better movement "feel", acceleration and weight
Better turning (instantly facing the desired direction when giving input)
Gravity control
Collision
Better start and run animations
Run IK matching
Strafing
Distance matching and rotation matching is built into the core locomotion logic and all of the functionality is in the main Character controller.
To enable Strafing, you will need "combat mode" - turn on the Boolean SetIsInCombatMode
n the movement component by either setting it permanently in the character blueprint, or turning it on/off dynamically in blueprints or C++. You can also use Character.CombatMode 1
in the console to test in non-release builds.