Mover - implementing a floating capsule movement

Hey, I’m using a /main version of the engine and wanted to implement a floating capsule movement via the MoverComponent. The main reason being - we would like to ignore small imperfections on the ground when moving around while adjusting leg’s IK to match these potential collisions. The real collision capsule of the character would start above knees while keeping itself above the ground in a fixed height with a smoothed out spring-like behavior.

Is this kind of usage possible via the provided/default MoverComponent Movement modes? I’ve tried playing around with the `CommonLegacySettings->FloorSweepDistance` parameter, but that only changed the behavior of stepping down from a higher place. I took a brief look at the `UWalkingMode` and it seemed like it mostly depends on moving the UpdatedComponent via the `->MoveComponent` API while snapping to a found floor (and max distance is based on `FloorSweepDistance`).

Should I implement my own WalkingMode (and probably FallingMode as well) to integrate such floating capsule behavior, or is it possible to parametrize the default one? Thanks!

Hey there,

Currently we don’t have a way to parameterize the default mode in this way. This particular issue is something that we want to improve in the near future for the default walking mode.

We recommend implementing your own walking mode, you can use Movement Utils library functions to create some new behaviours. For example you could ditch the step up behaviour altogether do some more complex handling.

As a side note, we are implementing Mover in GASP (soon) and we want to show how you can build your own modes through blueprint as well.

Dustin

If you’re curious as well, we have examples in Project Titan Sample Game of custom movement modes that I think has something similar to what you’re looking for, but they did it for water.

Thanks for the reply! Will try to implement something myself and take an inspiration from the Project Titan.