Parkour Movement System

**Marketplace Link: **…ovement-system

The **Parkour Movement System **adds a host of new movement types to your game inspired by games like Titanfall and Mirrors Edge, the Parkour Movement System is ideal for games that want to give proper freedom of movement to the player. The system is **trace based **meaning it’s fully dynamic so you dont need to add any extra volumes or actors to your level, you simply add the blueprint component to your character, link the required events and you are good to go!


  • Multiple Moves(Vaulting,Sliding, Wall Jumping, Horizontal and Vertical Wall Runs, Wall Climbing )
  • Easy-To-Use: Simply add the Blueprint Component to your character, link the two required events and you are all set to go
  • Customizeable:Every parameter and function has been organized and exposed, so changing anything regarding the moves ( Number of traces for the move, Min/Max height required etc ) is extremely easy to change and tweak to your like
  • Trace-Based:The system is fully dynamic ( the detection for each movement is done with traces against world geometry ) so you dont need extra actors or volumes in your level


Overview Video:




Changelog / Patchnotes: Parkour Movement System Changelog - Google Docs

**Any feedback or features that you would like to see included are appreciated **

Thanks for the quick reply!

  1. I will make sure to have another look and change the speed to my liking.

  2. I have attached a screenshot to the issue I’m having;
    The left cube is made up of separate meshes, so a plane for each wall and a plane on-top, this can be vertically wall climb by the player but you can’t land on top.
    Next to the left cube is the one from the example map which is one single mesh and works just fine.

  3. What I mean is that the player has control when falling but you are locked in place until you hit the ground.

  4. My camera when wall-running was locked to looking straight forward and I had to remove the lock for me to be able to look around, it works but it is mostly horizontally and a bit rough.