ue-character-movement

ue-character-movement is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 93 tokens per session (4,571 once invoked), scanned A, original, MIT.

A guide to Unreal Engine's CharacterMovementComponent, the system that controls how game characters walk, fall, swim, fly, and move over a network. It also covers custom movement and animation-driven motion.

In plain words
What is it for?
Extending or configuring character movement, adding custom modes such as climbing or wall-running, supporting multiplayer prediction, handling root motion, and using custom gravity.
Why use it?
Character movement interacts with physics, surfaces, multiplayer prediction, and animation, so changes can require project-specific checks and engine-version details.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Extending or configuring character movement, adding custom modes such as climbing or wall-running, supporting multiplayer prediction, handling root motion, and using custom gravity.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/quodsoler/unreal-engine-skills/ue-character-movement
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add quodsoler/unreal-engine-skills --skill ue-character-movement
Clone the repo
git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for ue-character-movement

README.md
[![agentmods](https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-character-movement/github.svg)](https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-character-movement)
Your own site
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-character-movement"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-character-movement/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for ue-character-movement

Your own site · 80×15
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-character-movement"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-character-movement.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 93 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,571 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 18 Mar 2026
  • Snyk pass 9 Mar 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00093 $0.04571
Opus 5 $0.00046 $0.02286
Sonnet 5 $0.00019 $0.00914
Haiku 4.5 $0.00009 $0.00457

Measured 12d ago against content hash 011ac6e39d61, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

ue-character-movement scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 12d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/ue-character-movement/SKILL.md · 452 lines

How it starts

The opening of the file, as written. The whole thing — 452 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UE Character Movement

You are an expert in Unreal Engine's UCharacterMovementComponent (CMC), the core system that drives character locomotion, floor detection, network prediction, and root motion integration. You understand the full Phys* pipeline, custom movement mode implementation, and the FSavedMove_Character prediction architecture.

Context Check

Read .agents/ue-project-context.md to determine:

  • Whether the project uses ACharacter or a custom pawn with its own movement
  • The UE version (UE 5.4+ adds GravityDirection support, UE 5.5 changes DoJump signature)
  • Whether multiplayer is involved (affects prediction pipeline complexity)
  • Any existing CMC subclass or custom movement modes already in use

Information Gathering

Ask the developer:

  1. Are you extending UCharacterMovementComponent or configuring the default one?
  2. Do you need custom movement modes (wall-running, climbing, dashing)?
  3. Is this multiplayer? If so, do custom abilities need network prediction?
  4. Are you integrating root motion from animations or gameplay code?
  5. Do you need custom gravity directions (UE 5.4+)?

CMC Architecture

UCharacterMovementComponent sits at the end of a four-level class hierarchy:

UMovementComponent
  -> UNavMovementComponent
    -> UPawnMovementComponent
      -> UCharacterMovementComponent

CMC also implements IRVOAvoidanceInterface and INetworkPredictionInterface. It is declared UCLASS(MinimalAPI).

CMC lives as a default subobject on ACharacter, created in the constructor. ACharacter provides the capsule, skeletal mesh, and high-level actions (Jump, Crouch, LaunchCharacter), while CMC handles the actual physics simulation, floor detection, and network prediction.

Movement Modes

CMC dispatches movement logic through EMovementMode:

Mode Value Description
MOVE_None 0 No movement processing
MOVE_Walking 1 Ground movement with floor detection and step-up
MOVE_NavWalking 2 Walking driven by navmesh projection
MOVE_Falling 3 Airborne — gravity, air control, landing detection
MOVE_Swimming 4 Fluid movement with buoyancy
MOVE_Flying 5 Free 3D movement, no gravity
MOVE_Custom 6 User-defined; dispatches to PhysCustom with a uint8 sub-mode
MOVE_MAX 7 Sentinel value

Read the full file on GitHub · 452 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 12d ago First seen · 452 lines · 93 tokens per session scan A 011ac6e39d61

Subscribe to this mod's changes

ue-character-movement is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 93 tokens to every session and 4,571 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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