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Character Requirements
This is the required knowledge to use MoveIt!
Examples are always shown in Blueprint but are of course fully accessible with C++
AddMovementInput
is forbidden in MoveIt!
It does not record inputs the way MoveIt! requires. Many movement features wont work and neither will animations.
Instead, use AddForwardMovementInput
and AddRightMovementInput
- they require no special use, just use them the same way you would use AddMovementInput
.
If you are adding flying or swimming to your game you may still wish to use AddMovementInput
for the Z axis.
This is the recommended input setup for MoveIt:
For the Foot IK to work correctly the mesh needs to be placed at a mathematically correct Z relative location. The construction script in BP_MoveItCharacterDemo has this setup for you, just hook it up and hit compile and look at your screen messages (or output log).
The formula is -CapsuleHalfHeight - 2.4
(this is because CMC keeps the capsule 2.4 units off the ground)
So a capsule half height of 72.0 requires -74.4 RelativeLocation.Z
LEGACY - Pre 2.4 - Default MoveIt Input File [ D ]
Prerequisite knowledge for using MoveIt
- Project Setup [ V ]
- Character Requirements [ V ]
-
Character Setup [ V ]
- Optional: Adding Missing IK Bones [ V ]
- Retargeting Preparation [ V ]
-
Animation Retargeting [ V ]
- Optional: MetaHuman
- Optional: Custom Retarget Pose [ V ]
- Transfer Physics Asset [ V ]
- Connecting Character Up [ V ]
- View Component [ V ]
- Spring Arm [ V ]
- Root Motion
- Weapon Poses & Aim Offsets
- Collisions & Physical Materials [ V ]
Settings, Look & Feel
- Turn In Place Overview
- Pivoting
- Cycled Movement
- Coyote Time & Bunny Time
- Walk / Jog / Run State
- Turning Circle
Expanding your MoveIt knowledge
Common game types with MoveIt
Tutorials contributed by community members