Let'sMakeSomeGames - Dynamic Sliding System

The Dynamic Sliding System is more than just a sliding mechanic. It’s a complete toolkit designed to bring cinematic, AAA-quality movement to your Unreal Engine projects. Inspired by the sliding systems in Uncharted and Tomb Raider, this system gives you the tools to make traversal feel smooth and realistic.

The system is built for versatility and ease of use, making it perfect for action, adventure, and open-world games. Every tool and blueprint has been designed for professional results without unnecessary complexity.

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Key Features Include

  • Velocity Based Slide Duration

    The system calculates the slide duration based on the players velocity. The faster the character is moving, the longer the slide will be.

  • Automatic Slope Angle Alignment

    The system automatically calculates the slope angle and matches the character to the angle. This keeps the character pinned to the surface and allows for realistic movement around curves and bends.

  • Hand IK

    A special feature of the system that makes the sliding hand realistically conform to the surface of the slope by using IK. The system even knows to apply a rotation offset if a weapon is held, preventing the weapon from poking into the ground.

  • Dynamic Capsule Height Adjustment

    When a slide is performed, it will smoothly shrink the capsule component. Allowing the character to slide underneath walls without hitting them.

  • Ceiling detection

    The system checks if the player has slid underneath a ceiling. If they have, it keeps the character in the crouched state, making sure they can't stand in places they're not supposed to.

  • Angle Threshold Slide Trigger

    You can define that minimum slope angle threshold which will trigger the character to start sliding. This makes the system great for open-world games where the character could potentially slide anywhere.

  • Dynamic Sliding Audio

    The sliding audio loop is tied to the velocity of the character and the starting point of the loop is randomized to make sliding sound realistic, less repetitive and dynamic.

  • Component Tag Controlled Behavior

    With a component tag based system, you not only have the ability to turn any static mesh into a slope, but have full control of what the player can and can't do when taking a slope. By adding or removing any one of these tags, you can define the sliding behavior.

    • IK (Allows the characters sliding hand to conform to the slopes surface)

    • R_# (Replace # with a number value to define the turning speed for the character)

    • Move (Allows the player to steer the character left and right down the slope)

    • SnapTurn (Quickly orients the character to face the downhill direction of the slope)

    • Prevent (Assign to areas where you don't want the character to slide, such as on stairs)

    • Jump (Allows the character to jump while on the slope)

Special Actors

These actors are what sets this system above the rest and gives you the tools you need to make your game epic!

  • Spline Slope Blueprint

    A special blueprint that allows you to easily create your own procedurally generated slopes with bends and curves to take the player on a thrill ride. Simply assign your slope mesh to the blueprint, position the spline, add tags to define sliding behavior and the system handles the rest.

  • Spline Slope Rail Blueprint

    Similar to the Spline Slope blueprint, this actor allows you to create slopes with bends and curves, but is meant to give a more "on rails" experience. It keeps the character glued to the slope so they don't fly off around gnarly curves. It also has the ability to be multi-directional, allowing it to be taken in either direction.

  • Slope Damage Actor

    Place this actor along slopes to give the player obstacles to avoid. Hitting the side of them will deal graze damage and push the character in the opposite direction to re-center them. Hitting the center of the actor will kill and ragdoll the character.

  • Cinematics Actor

    A blueprint that allows you to easily create interactable in-game cinematic sequences without needing to use Sequencer. With this actor you can create custom animated camera angles, QuickTime events with on-screen prompts, Automatically track the players movement and even control Time Dilation for dramatic effect.

Quality Support

Every blueprint in the system has in-depth, step-by-step tutorial guides for how to use each actor. All important variables are exposed for easy customization and are commented with clear descriptions. Simply hover the tool tip over a specific variable to learn how it functions. Have questions or want to provide feedback? Join the discord channel https://discord.gg/Gek7JbfDCf

DOCUMENTATION

The system will continue to receive updates. As it grows, the price will increase, so now is the best time to get it at its current rate.