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Agent Skill · 研究检索

ue-character-movement(ue 角色动作)

ue-character-movement 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

ue-character-movement 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 36,193。

总安装 1,968周安装 82GitHub Stars 125下载 656核验 2026-05-01

安装说明

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安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:ue-character-movement(ue 角色动作)
来源仓库:https://github.com/quodsoler/unreal-engine-skills
仓库路径:skills/ue-character-movement
安装命令:
npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-character-movement
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-character-movement

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

ue-character-movement 用于查找、检索和筛选相关信息。适合在 Codex、Claude、Cursor、Gemini CLI 中根据关键词、任务场景或来源线索快速定位候选结果。可结合来源仓库和原始 README 核验具体用法,支持灵活的检索需求。

安装命令:npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-character-movement。建议确认权限范围和维护状态,避免触发联网、命令执行或文件读写。

来源仓库内路径:skills/ue-character-movement

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-char…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

ue-character-movement 怎么安装?

在终端执行 npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-character-move…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

ue-character-movement 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

ue-character-movement 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

ue-character-movement 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

ue-character-movement 用的人多吗?

公开数据是累计安装 1,968 次,近一周安装 82 次,下载 656 次,GitHub 125 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

ue-character-movement 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
ue-character-movement

ue 角色动作 · 本页

1,968125需要联网未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

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:

ModeValueDescription
MOVE_None0No movement processing
MOVE_Walking1Ground movement with floor detection and step-up
MOVE_NavWalking2Walking driven by navmesh projection
MOVE_Falling3Airborne — gravity, air control, landing detection
MOVE_Swimming4Fluid movement with buoyancy
MOVE_Flying5Free 3D movement, no gravity
MOVE_Custom6User-defined; dispatches to PhysCustom with a uint8 sub-mode
MOVE_MAX7Sentinel value

Change modes with SetMovementMode(EMovementMode, uint8 CustomMode = 0). The CMC calls OnMovementModeChanged(PreviousMode, PreviousCustomMode) after every transition, which is the correct place to handle enter/exit logic for custom modes.


Phys* Movement Pipeline

Every tick, CMC processes movement through a strict pipeline. Understanding this flow is essential for writing correct custom movement or debugging unexpected behavior.

PerformMovement(float DeltaTime) is the main entry point (protected). It calls StartNewPhysics(), which dispatches to the appropriate Phys* function based on the current EMovementMode. Each Phys* function is protected virtual:

  • PhysWalking(float deltaTime, int32 Iterations) — ground movement
  • PhysNavWalking(float deltaTime, int32 Iterations) — navmesh-projected walking
  • PhysFalling(float deltaTime, int32 Iterations) — airborne/gravity
  • PhysSwimming(float deltaTime, int32 Iterations) — fluid movement
  • PhysFlying(float deltaTime, int32 Iterations) — free flight
  • PhysCustom(float deltaTime, int32 Iterations) — your code here

Inside each Phys* function, two core methods do the heavy lifting:

CalcVelocity computes the velocity for this frame:

// BlueprintCallable
void CalcVelocity(float DeltaTime, float Friction, bool bFluid, float BrakingDeceleration);

SafeMoveUpdatedComponent moves the capsule and resolves penetration:

virtual bool SafeMoveUpdatedComponent(
    const FVector& Delta,
    const FQuat& NewRotation,
    bool bSweep,
    FHitResult& OutHit,
    ETeleportType Teleport = ETeleportType::None
);

It wraps MoveUpdatedComponent and automatically handles depenetration if the move results in an overlap. Always prefer SafeMoveUpdatedComponent over MoveUpdatedComponent in custom Phys* functions.

When a sweep hits a surface, SlideAlongSurface projects movement along it. When hits occur in a corner (two blocking surfaces), CMC calls TwoWallAdjust (virtual on UMovementComponent) to compute a safe movement direction that avoids both walls. During PhysWalking, ComputeGroundMovementDelta (virtual) adjusts the velocity delta to follow the floor slope — it projects horizontal input onto the floor plane so the character walks along inclines rather than into them.

See references/movement-pipeline.md for the full flow diagram and per-mode breakdown.


Floor Detection

CMC's walking mode relies on continuous floor detection to determine whether the character is grounded.

FFindFloorResult

struct FFindFloorResult
{
    uint32 bBlockingHit : 1;    // Sweep hit something
    uint32 bWalkableFloor : 1;  // Hit surface passes walkability test
    uint32 bLineTrace : 1;      // Result came from line trace (not sweep)
    float FloorDist;             // Distance from capsule bottom to floor
    float LineDist;              // Distance from line trace
    FHitResult HitResult;        // Full hit result data

    bool IsWalkableFloor() const { return bBlockingHit && bWalkableFloor; }
};

Floor Detection Methods

FindFloor is the primary method:

void FindFloor(
    const FVector& CapsuleLocation,
    FFindFloorResult& OutFloorResult,
    bool bCanUseCachedLocation,
    const FHitResult* DownwardSweepResult = nullptr
);

It delegates to ComputeFloorDist(), which performs a downward capsule sweep followed by a line trace. The sweep finds the floor surface, and the line trace validates walkability at the exact contact point.

Walkable Floor Angle

Two linked properties control what counts as "walkable":

  • WalkableFloorAngle (default 44.765 degrees) — the maximum surface angle in degrees
  • WalkableFloorZ — the corresponding Z component of the surface normal (auto-calculated from the angle)

Set the angle, not the Z value directly. SetWalkableFloorAngle() updates both.


Custom Movement Modes

MOVE_Custom with a uint8 sub-mode is the standard way to add new movement types. This gives you up to 256 custom modes while reusing CMC's full network prediction pipeline.

Implementation Steps

  1. Define custom mode constants:
UENUM(BlueprintType)
enum class ECustomMovementMode : uint8
{
    WallRun = 0,
    Climb   = 1,
    Dash    = 2
};
  1. Override PhysCustom in your CMC subclass:
virtual void PhysCustom(float deltaTime, int32 Iterations) override;
  1. Enter the mode using SetMovementMode:
SetMovementMode(MOVE_Custom, static_cast<uint8>(ECustomMovementMode::WallRun));
  1. Handle transitions in OnMovementModeChanged:
virtual void OnMovementModeChanged(EMovementMode PrevMode, uint8 PrevCustomMode) override;

Inside PhysCustom, dispatch on CustomMovementMode and implement your simulation. Call CalcVelocity for acceleration, SafeMoveUpdatedComponent for capsule movement, and SetMovementMode when transitioning out.

See references/cmc-extension-patterns.md for a complete wall-run implementation.


Network Prediction

CMC uses a client-side prediction and server reconciliation model. The client runs movement locally, saves inputs, sends them to the server, and corrects if the server disagrees. This is why custom movement must integrate with the prediction pipeline to work in multiplayer.

FSavedMove_Character

Each client tick generates a saved move that records the input state:

Key fields: bPressedJump, bWantsToCrouch, StartLocation, StartVelocity, SavedLocation, Acceleration, MaxSpeed.

Key virtuals to override for custom data:

  • Clear() — reset your custom fields
  • SetMoveFor(ACharacter*, float, FVector const&, FNetworkPredictionData_Client_Character&) — capture your custom state from the CMC before the move executes
  • PrepMoveFor(ACharacter*) — restore your custom state before replaying a move
  • GetCompressedFlags() const — pack custom booleans into the uint8 flags
  • CanCombineWith(const FSavedMovePtr&, ACharacter*, float) — return true only if two moves are identical (enables bandwidth optimization)
  • PostUpdate(ACharacter*, EPostUpdateMode) — called after the move executes
  • IsImportantMove(const FSavedMovePtr&) — prevent combining if this move carries significant state

CompressedFlags

The uint8 returned by GetCompressedFlags has a fixed layout:

FlagValuePurpose
FLAG_JumpPressed0x01Jump input
FLAG_WantsToCrouch0x02Crouch input
FLAG_Reserved_10x04Engine reserved
FLAG_Reserved_20x08Engine reserved
FLAG_Custom_00x10Your custom flag
FLAG_Custom_10x20Your custom flag
FLAG_Custom_20x40Your custom flag
FLAG_Custom_30x80Your custom flag

You get four custom bits. For more complex state, use FCharacterNetworkMoveData.

FNetworkPredictionData_Client_Character

Override AllocateNewMove() to return your custom FSavedMove subclass:

class FMyNetworkPredictionData : public FNetworkPredictionData_Client_Character
{
public:
    FMyNetworkPredictionData(const UCharacterMovementComponent& ClientMovement)
        : FNetworkPredictionData_Client_Character(ClientMovement) {}

    virtual FSavedMovePtr AllocateNewMove() override;
};

The CMC exposes this via GetPredictionData_Client(), which you override to lazy-init your custom prediction data class.

Modern Packed RPCs

UE5 uses packed move RPCs on ACharacter:

  • ServerMovePacked(FCharacterServerMovePackedBits) — client to server
  • ClientMoveResponsePacked(FCharacterMoveResponsePackedBits) — server to client

The old RPCs (ServerMove, ServerMoveDual, ClientAdjustPosition) are DEPRECATED_CHARACTER_MOVEMENT_RPC. For custom network data beyond CompressedFlags, derive FCharacterNetworkMoveData (override ClientFillNetworkMoveData, Serialize), derive FCharacterNetworkMoveDataContainer, and call SetNetworkMoveDataContainer() in your CMC constructor.

See references/cmc-extension-patterns.md for full FSavedMove and network data implementation templates.


Root Motion

Root motion allows animations or gameplay code to drive character movement directly. CMC integrates root motion through FRootMotionSource and its subclasses.

FRootMotionSource

Base class fields:

  • Priority — higher priority sources override lower
  • LocalID — unique ID returned by ApplyRootMotionSource
  • InstanceName — FName for retrieval and removal
  • Duration — total time in seconds; negative Duration means infinite (runs until explicitly removed)
  • AccumulateMode — Override (replaces other sources) or Additive (stacks)

Subclasses

ClassKey ParametersUse Case
FRootMotionSource_ConstantForceForce, StrengthOverTimeKnockback, wind
FRootMotionSource_RadialForceLocation, Radius, StrengthExplosions, vortex
FRootMotionSource_MoveToForceStartLocation, TargetLocationDash to fixed point
FRootMotionSource_MoveToDynamicForceSetTargetLocation()Homing dash
FRootMotionSource_JumpForceRotation, Distance, HeightTargeted jump arc

CMC Methods

// Returns uint16 LocalID for tracking
uint16 ApplyRootMotionSource(TSharedPtr<FRootMotionSource> Source);

// Retrieve by InstanceName
TSharedPtr<FRootMotionSource> GetRootMotionSource(FName InstanceName);

// Remove by InstanceName
void RemoveRootMotionSource(FName InstanceName);

Apply a constant knockback:

auto Knockback = MakeShared<FRootMotionSource_ConstantForce>();
Knockback->InstanceName = TEXT("Knockback");
Knockback->Duration = 0.3f;
Knockback->Force = KnockbackDirection * KnockbackStrength;
Knockback->AccumulateMode = ERootMotionAccumulateMode::Override;
CMC->ApplyRootMotionSource(Knockback);

Key Properties

PropertyDefaultDescription
MaxWalkSpeed600Maximum ground speed
MaxAcceleration—Rate of speed change
GravityScale1.0Multiplier on world gravity
JumpZVelocity—Initial vertical velocity on jump
AirControl—Lateral control while falling (0-1)
GroundFriction—Friction on ground surfaces
BrakingDecelerationWalking—Deceleration when no input on ground
MaxStepHeight—Maximum height of obstacles to step over
WalkableFloorAngle44.765Max walkable surface angle in degrees
MaxWalkSpeedCrouched—Speed while crouching
MaxSwimSpeed—Maximum speed in water
MaxFlySpeed—Maximum speed when flying
MaxCustomMovementSpeed—Speed cap for custom modes
bOrientRotationToMovement—Rotate character toward movement direction
bUseControllerDesiredRotation—Smoothly rotate toward controller rotation
NetworkSmoothingMode—Simulated proxy interpolation mode
MaxSimulationTimeStep—Cap on sub-step delta for stability
MaxSimulationIterations—Max physics iterations per frame
bUseRVOAvoidancefalseEnable RVO (reciprocal velocity obstacle) avoidance
AvoidanceGroup—FNavAvoidanceMask — group membership for avoidance filtering
AvoidanceWeight—float — higher weight yields right-of-way to other agents

Rotation

bOrientRotationToMovement and bUseControllerDesiredRotation are mutually exclusive in practice. The first rotates the character toward its velocity direction (third-person), the second smoothly rotates toward where the controller is facing (strafing shooter). Set one, not both.

Gravity Direction (UE 5.4+)

virtual void SetGravityDirection(const FVector& GravityDir);
FVector GetGravityDirection() const;
bool HasCustomGravity() const;
// Transform helpers (fields are protected — access via accessors)
FQuat GetWorldToGravityTransform() const;
FQuat GetGravityToWorldTransform() const;

Custom gravity reorients the entire movement simulation. Walking, falling, and floor detection all respect the gravity direction when HasCustomGravity() returns true.


ACharacter API

ACharacter provides high-level movement actions that delegate to CMC:

Jump

void Jump();           // Sets bPressedJump, CMC handles velocity
void StopJumping();    // Clears jump input
bool CanJump() const;  // Checks CanJumpInternal

Properties: bPressedJump, JumpMaxHoldTime, JumpMaxCount, JumpCurrentCount.

DoJump(bool bReplayingMoves, float DeltaTime) is the internal method called by CMC to apply the jump velocity. In UE 5.5+ it takes two parameters; the old DoJump(bool) is deprecated.

Crouch

void Crouch(bool bClientSimulation = false);
void UnCrouch(bool bClientSimulation = false);

bIsCrouched is the replicated state. CMC handles capsule resizing and checks for clearance before uncrouching. Note: CrouchedHalfHeight on CMC is deprecated as of UE 5.0 — use SetCrouchedHalfHeight() / GetCrouchedHalfHeight() on the CMC instead.

LaunchCharacter

void LaunchCharacter(FVector LaunchVelocity, bool bXYOverride, bool bZOverride);

When bXYOverride is true, replaces XY velocity entirely. When false, adds to existing velocity. Same logic for bZOverride on the Z axis. Automatically transitions to MOVE_Falling.

Landed

virtual void Landed(const FHitResult& Hit);

Called when the character lands after falling. Override this for landing effects, damage, or animation triggers.

Accessors

UCharacterMovementComponent* GetCharacterMovement() const;
UCapsuleComponent* GetCapsuleComponent() const;
USkeletalMeshComponent* GetMesh() const;

Common Mistakes

Modifying velocity directly instead of using CalcVelocity:

// WRONG: Bypasses friction, braking, and acceleration curves
Velocity = GetLastInputVector() * MaxWalkSpeed;

// RIGHT: Let CMC handle physics
CalcVelocity(DeltaTime, GroundFriction, false, BrakingDecelerationWalking);

Forgetting to call Super in PhysCustom:

// WRONG: Skips base class bookkeeping
void UMyCMC::PhysCustom(float DT, int32 Iter)
{
    MyCustomLogic(DT, Iter);
}

// RIGHT: Call Super first (base PhysCustom is empty but future-proofs)
void UMyCMC::PhysCustom(float DT, int32 Iter)
{
    Super::PhysCustom(DT, Iter);
    MyCustomLogic(DT, Iter);
}

Not saving custom state in FSavedMove: Custom movement flags that are not captured in SetMoveFor and restored in PrepMoveFor will be lost during server correction replays, causing desyncs.

Using MoveUpdatedComponent instead of SafeMoveUpdatedComponent: MoveUpdatedComponent does not resolve penetration. In custom Phys* functions, always use SafeMoveUpdatedComponent to prevent the character from getting stuck inside geometry.

Setting both rotation flags: bOrientRotationToMovement and bUseControllerDesiredRotation conflict. The character oscillates between two desired rotations each frame. Pick one based on your camera style.

Using deprecated old-style RPCs: ServerMove, ServerMoveDual, ClientAdjustPosition are DEPRECATED_CHARACTER_MOVEMENT_RPC. Use the packed RPC pipeline and FCharacterNetworkMoveData for custom data.


Reference Files

  • references/cmc-extension-patterns.md — Complete CMC subclass templates: custom FSavedMove, prediction data, GetPredictionData_Client, wall-run PhysCustom, and custom network move data
  • references/movement-pipeline.md — Phys* flow diagrams, floor detection chain, step-up logic, PhysWalking/PhysFalling breakdowns, and root motion replication flow

Related Skills

  • ue-networking-replication — Replication fundamentals, RPCs, net roles; CMC prediction builds on this
  • ue-animation-system — Root motion from AnimMontage, animation-driven movement
  • ue-physics-collision — Sweep queries, collision channels used by CMC floor detection
  • ue-gameplay-abilities — GAS abilities that trigger movement modes or root motion
  • ue-ai-navigation — NavMesh integration, MOVE_NavWalking, RVO avoidance
  • ue-input-system — Enhanced Input feeding movement input to CMC
  • ue-actor-component-architecture — Component subobject patterns for CMC subclasses

平台分布

Codex

33.15%
按下载量换算217

Claude

31.42%
按下载量换算206

Cursor

19.47%
按下载量换算128

Gemini CLI

9.21%
按下载量换算60

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