Hi there,
The Character movement component and ACharacter were introduced together and were created specifically for bipedal movement using a character, with a capsule component and skeletal mesh, and contained its own network prediction and correction code that only itself was aware of.
A downside of this is that systems like the Gameplay Ability System (GAS), for example, had no knowledge of any rollbacks or position changes from the server, of the character that may have affected the outcome or even activation of an ability.
The new Mover 2.0 is designed to be more generalised in its use, used by any Actor, not just Characters or even Pawns. For example, you could create a moving platform that players can stand on, and have network-predicted movement.
Because of this, the Character class would no longer be required.
Mover 2.0 is still Experimental, and the interface and code may change between engine releases; caution should be used if shipping with it.
There are a few Gameplay abilities, like Character Jump, that may need to be replaced with one that uses the FCharacterDefaultInputs Mover Data struct instead of manipulating the movement component.
And as you have mentioned, a few anim nodes may need a custom replacement created. Most are to do with the root motion source, which are similar to layered moves in Mover.
In other places in the codebase, it does not solely rely on it being a character, but has a different code path if it is.
As for disabling the tick, I am unsure of any gotchas when attempting to blend the two, im not aware of anyone attempting this, and moving data between the two.
Velocity, you should be able to get from the actor itself without getting it from the CMC, and the current floor is used by some anim nodes around feet placement and slope walking, you could use control rig and/or the new Locomotor plugin (Also Experimental) instead, which supports multi-feet placement Procedural Animation with a Locomotor | Tutorial and looks really good, with some out of the box hip displacement aswell, it is mostly a black box, and has a lot of variables that can and be tweaked, but with sometime you can get a really good effect.
GAS can also be used by any actor, it does not need to be associated with a character or even a pawn (you can even have a global ability system)
If your character still makes use of a capsule and skeletal mesh, it wouldn’t be difficult to create your own character mover class that would add these components and functionality.
As Character does not provide much more functionality beyond adding the CMC, depending on your needs, the motivations of moving to Mover 2.0, and timeline etc, you might be better off staying with CMC, as it is battle-tested. If your project is some way off, you could consider refactoring to have a clean codebase, based on pawn and mover, but again, Mover is experimental, and you may have to write some of your own glue code between other systems, which may then be deprecated by newer releases.
As for what an intended upgrade path might look like in the future, as at this stage, Mover is still experimental, and I don’t believe there is a scheduled release date as yet for it to move out of experimental, I would need to refer that to the Epic team to comment on any plans they have, if you wish.
Let me know if I can be of any further assistance, or if you’d like me to escalate to a subject matter expert/epic around any timelines or upgrade paths that may or may not be known as yet.
Kind Regards
Keegan Gibson