An Introduction to the Mover Plugin | Unreal Fest 2024

Unreal Engine


Summary

The video introduces the new Mover plugin, addressing issues with the old system's steep learning curve, limitations, and complexity. It explains the need for a new character movement system to improve upon challenges like system complexity, character type limitations, and networking model issues. The Mover plugin offers modularity, composable inputs, and enhanced state management, providing benefits over the traditional Character Movement Component (CMC). Future plans include enhancing physics-based characters, animation support, trajectory queries, and anticipatory animations, aiming to improve scalability, performance, and overall user experience. The ongoing work focuses on animation improvements like bracing characters for impact, transitioning from root motion to controlled motion, and exploring multi-threaded movement capabilities to address current challenges.


Introduction and Overview

Introduces the session discussing the new Mover plugin, its purpose, and key concepts. Highlights the issues with the old system and the objectives of the presentation.

Complexity of the Current System

Discusses the steep learning curve and complexities of the existing system, making it challenging to extend or modify. Mentions the limitations and requirements of the old system.

Need for a New Character Movement System

Explains the need for a new character movement system, addressing issues like system complexity, limitations on character types, and challenges with networking models.

Features of the New Mover Plugin

Details the features of the new Mover plugin, including its modularity, composable inputs, and state management. Discusses the benefits of the new system over the old one.

Comparison with Character Movement Component (CMC)

Compares the new Mover plugin with the traditional Character Movement Component (CMC), highlighting differences in requirements, flexibility, and scalability. Discusses the transition from CMC to the new system.

Challenges and Improvements

Addresses current challenges with the new system, such as isolated rollbacks, lack of interpolation for local simulations, and the need for C++ for custom structs. Talks about scalability, performance issues, and future plans for improvement.

Future Developments and Priorities

Outlines future developments and priorities for upcoming versions, focusing on physics-based characters, animation support, trajectory queries, and anticipatory animations. Discusses ongoing work on animation, motion warping, and trajectory analysis.

Improving Animation

Discussion on improving animation by bracing the character for impact and transitioning from root motion to controlled motion for a cleaner simulation.

Controlled Motion

Exploration of controlled motion and the potential for multi-threaded movement, as well as addressing coupling issues between simulation state and the actor.

Default Character Movement Set

Overview of the default character movement set, mentioning the need for additional settings like swimming mode and aligning settings with the old system.


FAQ

Q: What are the key issues with the old character movement system discussed in the file?

A: The old character movement system had a steep learning curve, complexities that made it difficult to extend or modify, limitations on character types, and challenges with networking models.

Q: What are the features of the new Mover plugin mentioned in the file?

A: The new Mover plugin is highlighted for its modularity, composable inputs, and state management capabilities.

Q: How does the new Mover plugin differ from the traditional Character Movement Component (CMC)?

A: The new Mover plugin is compared to the traditional CMC in terms of requirements, flexibility, and scalability, emphasizing the benefits of the new system over the old one.

Q: What are some of the current challenges with the new system mentioned in the file?

A: Some current challenges with the new system include isolated rollbacks, lack of interpolation for local simulations, and the need for C++ for custom structs.

Q: What are the future priorities for upcoming versions discussed in the file?

A: Future priorities for upcoming versions include developments in physics-based characters, animation support, trajectory queries, and anticipatory animations, as well as ongoing work on animation, motion warping, and trajectory analysis.

Q: What improvements are being explored in terms of character animation in the file?

A: Improvements being explored include bracing the character for impact, transitioning from root motion to controlled motion for a cleaner simulation, and the potential for multi-threaded movement.

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