UEFN / Verse: How can I keep a player character fixed in place while still reading movement, jump, sprint, etc. inputs?

Hi,

I’m trying to build a system in UEFN / Verse where the player character stays visually fixed at a specific world position, while I can still read the player’s inputs normally.

My goal is:

  • the player should remain at the exact same position in the world but keep walk, sprint, jump, … animations;

  • the player should still be able to rotate the camera;

  • I still need to detect inputs such as move forward/backward, move left/right, jump, sprint, etc.;

  • those inputs should drive another object or custom gameplay logic;

  • but the character itself should not spacially move.

The problem I’m running into:

  • if I leave normal movement enabled, the player moves as usual;

  • if I continuously teleport the player back into place, it causes visible shaking/jitter;

  • Input Trigger Device does not seem to let me cleanly consume all standard movement inputs for this use case;

  • PutInStasis helps block movement, but I’m looking for a way to keep the player “static” without losing useful input responsiveness.

Is there a clean way to achieve this in UEFN?

For example:

  • with Verse only;

  • with devices;

  • with some combination of camera / stasis / input triggers;

  • or with another recommended approach.

If anyone has already built something similar, I’d appreciate an example setup or the right technical direction.

Hi! I have not tried this, but here is an idea that could “work”, maybe you have tried it. But you could enclose the Player Character inside a hollow box barrier device that it’s somewhat small but, allows the inputs that you want to keep happening and with that constrain the movement of the player to not go everywhere.

Yes, I tried, run and jump is ok but unfortunately, the barriers block the walk animation. I want the player to run, walk jump in place.