Implement Custom Character via Mover Plugin (UE 5.4.4)

What’s the best workflow for implementing your own Mover character? Preferably, I would like to make mine somewhat flexible to future plugin updates. I’m leaning towards implementing APawn & IMoverInputProducerInterface, just like the example class.

I.e.
MoverExamplesCharacter base class: class MOVEREXAMPLES_API AMoverExamplesCharacter : public APawn, public IMoverInputProducerInterface

My class: class MYMOVER_API AMyMoverCharacter : public APawn, public IMoverInputProducerInterface

Any advice would be awesome, ty! :grin:

I think you’re leaning in the right direction. I’m also looking into the Mover plugin.

I started out copying some of the MoverExample code and make it work in a test project.
Then analyze how everything is tied together and slowly separate the parts (mainly Inputs and the rest of the Pawn).
Some cleanup later I have a simple MoverCharacter that only handles Mover stuff, and a BaseCharacter that holds the rest of the ACharacter based components (Collision, Mesh, Camera, etc.).

This, I think, makes it easy to extend Mover and/or act on any (breaking) changes Epic makes during development.

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