unreal-build-movement
Build Unreal locomotion and network movement through CharacterMovement or an explicitly selected Mover implementation.
SKILL.mdskills/unreal-build-movement/SKILL.md
GitHubUnreal Build Movement
When to use
Implement locomotion modes, collision-aware character movement, root-motion displacement or movement prediction. General rigid-body simulation belongs to physics; input bindings remain controls.
Activation and prerequisites
Run commands/resolve-engine.sh and commands/resolve-skill.sh unreal-build-movement before edits or tool launches. Require effective engine UNREAL and compatible: true; revalidate task override evidence and permitted output scope. Skill selection never selects the engine.
Read actor type, engine release, selected movement implementation, animation/root motion, navigation agent and network topology. Mover is an explicit version-qualified selection. Keep observed context/evidence in resolved .hephaera/.cache/tasks/<task>/; preserve ENGINE.md.
Workflow
- Give locomotion one transform authority: existing CharacterMovement or the selected Mover path. Route player and AI intent into it rather than adding a competing transform loop.
- Specify movement modes/transitions, acceleration/braking, gravity, floor/slope/step behavior and collision shape in project units. Define blocked movement, moving bases, teleport and recovery.
- Integrate root motion and motion warping through supported animation/movement seams. Distinguish visual pose from authoritative displacement and reconcile interruption or mode change.
- Extend CharacterMovement saved-move/compressed/network data where required by custom modes. Preserve replay/correction, validate server inputs and bound/quantize custom payloads instead of replicating arbitrary per-frame state.
- For explicitly selected Mover, inspect plugin maturity, backend, supported features and platform limitations. Resolve migration of input, animation, navigation and multiplayer before replacing an existing system.
- Cancel owned movement on stun, unpossession, AI abort, death and relevant pause. Clear stale input/path intent so replacement pawns cannot receive previous-generation commands.
- Profile collision sweeps, movement updates, correction magnitude/frequency and representative crowds against project budgets.
Read locomotion and prediction boundaries when extending movement or integrating networking.
Verification
Exercise slopes/steps, blocked movement, moving bases, root-motion interruption, mode changes and stop/disable behavior. Use separate server/client processes for replay and correction under latency/loss. A standalone sweep is collision evidence, not networking evidence.
Output
Locomotion ownership/mode graph, native movement configuration/extensions, bounded prediction payloads and separated standalone/network/player evidence. Record environment, expected/observed outcomes and blocked/not-run checks.
Boundaries
No implicit plugin activation, installation or movement-system migration. Match host headers and target platform. Preserve native asset authoring, budgets and approval/publication gates.