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Changelog

This page contains all published Motion 1.x changelogs.

Version 1.6.3.0 (November 18th 2025)

  • Fixed frame-rate-dependent mouse sensitivity. The setting became a direct multiplier of raw mouse input. The previous default was 50.0. The new default is 1.0.

Version 1.6.2.0 (November 16th 2024)

  • Implemented Camera Curve Offset for crouching that replaces the static camera offset previously available. This allows for better control of the camera when crouching, depending on where the player is looking at.
  • Added extra information to the crouch component debugging message.

Version 1.6.1.1 (October 22st 2024)

  • Adjusted default crouch camera offset to account for the new calculation logic

Version 1.6.1.0 (October 21st 2024)

  • Removed unused bShowDebugInformation from MotionCameraComponent. A proper debugging solution will be introduced in a future update.
  • Fixed properties in FStructMovementSound that were not being properly initialized.
  • Fixed GameplayEffect misconfiguration that caused certain gameplay tags (Sprinting, Crouching) to be stacked indefinitely while holding down their respective inputs.
  • Implemented minimum and maximum view roll and yaw values in the Camera Component.
  • Fixed static camera offsets (i.e. used in Crouch) not being properly applied to the final camera location.

Version 1.6.0.4 (September 11th 2024)

  • Fixed a bug that prevented the static gameplay tag list in the class defaults of the Motion character to be applied.
  • Visibility Based Anim Tick Option for the default skeletal mesh component has been set to Always Tick Pose and Refresh Bones by default.
  • Added new default gameplay tags:
    • GameplayTag.DisableCameraCollisionCheck
      • If set, the camera collision check is disabled.
    • GameplayTag.PlayerCannotControlCamera
      • If set, the player cannot control the camera via inputs.
    • GameplayTag.PlayerCannotControlMovement
      • If set, the player cannot move the character via inputs.
    • GameplayTag.PlayerCannotControlAnyAbilities
      • If set, the player can not trigger gameplay ablities via inputs.
    • GameplayTag.PlayerCannotControlNativeActions
      • If set, input cannot start native sprint, crouch, or jump actions.
    • GameplayTag.MovementHalted
      • If set, the player max speed is set to 0.

Version 1.6.0.3 (June 8th 2024)

  • Fixed an editor crash during a MotionCharacter copy operation between projects.
  • Added more validation to GetCameraView to prevent crashes. Added the default implementation as a fallback.
  • Adjusted default values for camera curves to better match animations.

WARNING

Known Issues:

  • In some conditions, supplied Motion animations can cause the camera to clip through the body mesh. Motion 1.7 will address this issue.

Version 1.6.0.2 (June 2nd 2024)

  • Fixed a bug that caused the editor to crash if you dragged a MotionCharacter into the scene.
  • Fixed a bug that caused the editor to crash if you possessed a different character at runtime.

Version 1.6.0.1 (June 1st 2024)

  • Removed X Location Offset from Mesh component.
  • Increased Capsule Component radius to 40.

Version 1.6 (May 31st 2024)

Collision and Camera Adjustments

  • Reworked camera collision detection due to unsatisfying results.
  • Reduced default Near Clipping Plane from 10.0 to 5.0.
  • Adjusted Target Crouch Camera Offset to better match camera. (fine tuning happens in 1.7 with the animation update)
  • Fixed a bug where the sprinting camera shake would only occur when not sprinting.
  • Made sprint shake more subtle (fine tuning coming in 1.7).

Character and Movement Changes

  • Reverted default collision shape of character to Unreal default.
  • Adjusted Crouch Speed penalty to match new speed logic.
  • Reworked additive speed model to better decouple walk component from sprinting.
  • Moved handling of additive speeds to movement component.
  • Moved the default skeletal mesh position more rearward in MotionCharacter.
  • Improved sync between character mesh and capsule when uncrouching.
  • Improved uncrouch progression when partially uncrouching.
  • Fixed character shadow not being visible by default.

Code Migration and Refactoring

  • Moved FStructMotionCurve to separate MotionStructs.
  • Replaced FStructMovementSound with StructMovementSound in C++.
  • Removed BPFL_MovementFunctionLibrary.
  • Migrated Base curve manager to C++ (MotionCurveManager).
  • Moved core component creation and assignment to C++. Manual Blueprint creation is not necessary.
  • Moved creation of the Location and Rotation curve manager to the MotionCharacter C++ constructor. Manual component creation is not necessary.
  • Cleaned up dependencies between C++ classes.
  • Migrated remaining camera component code to C++ class.
  • Removed BPC_MotionCoreComponent.
  • Removed example content for a later revision.
  • Added more comments to code.
  • Replaced calls to BPFL_MovementFunctionLibrary with C++ calls.
  • Removed unused show debug bool from Jump component.

Event and Component Handling

  • Moved OnVelocityBegin and OnVelocityStop events to MotionCharacter in C++.
  • Renamed "OwningMotionCharacter" to "OwningCharacter" and removed the MotionCharacter cast.
  • Removed "Is Input Toggle" option in components, as toggle inputs will be re-implemented.
  • Improved error handling for a missing necessary component, such as MotionInputComponent.
  • Fixed wrong interpretation of curve values in C++ curve manager.
  • Fixed a curve manager bug that stopped curve progression at its peak before reverse movement.
  • Added missing DoOnce implementation for Velocity events.
  • Fixed unsafe instructions in the MotionCharacter constructor that caused exceptions and crashes.

Version 1.5.5.1 (March 22th 2024)

  • Fixed an issue that prevented static camera offsets (i.e. crouch camera location offset) from being applied to the final camera location.

Version 1.5.5 (March 20th 2024)

  • Fixed an issue where Motion would cause a crash when a non-Motion character gets possessed during gameplay.
  • Fixed foot clipping through the ground during crouch and uncrouch movement.

Version 1.5.4.2 (March 13th 2024)

  • Improved collision detection for uncrouching.
  • Implemented a custom movement component. A character with AMotionCharacter as its parent must have this component.
  • Adjusted default crouch and uncrouch speed to match animations better.

Version 1.5.4.1 (February 28th 2024)

  • Fixed data table for footsteps not being changeable via a variable.

Version 1.5.4 (February 15th 2024)

  • Fixed the uncrouch animation playing with a delay from camera movement.
  • Fixed ⁠CameraComponent not respecting "Override Aspect Ratio Axis Constraint".
  • Implemented input prevention when the player is running into a wall, to prevent the character capsule sliding across the wall.
  • Implemented animation stop when the player is running into a wall, to prevent unwanted animations playing.
  • Removed the GAS debug overlay being shown by default.

Version 1.5.3 (January 4th 2024)

  • Fixed Breathe Component not properly compiling in the version that is distributed through the marketplace.
  • Added missing implementation for custom abilities.

WARNING

This change is incompatible with existing MotionInputConfigs. You must create them again.

  • Implemented Dash Ability Example.
  • Implemented Motion Player Controller.

WARNING

Change the GameMode to use MotionPlayerController or a child class as the Player Controller.

Version 1.5.2 (January 3rd 2024)

  • Fixed a bug where a crouch input would wrongfully apply the IsCrouching gameplay tag instead of the WantsToCrouch gameplay tag.

Version 1.5.1 (January 2nd 2024)

  • Fixed a bug that caused the supplied character Blueprint to use a T-pose instead of the default linked animation layer.
  • Fixed a bug where the Movement Sound Component was not properly detecting the floor the player is standing on.
  • Fixed a bug where the camera shake for walking would not properly apply.
  • Added a variable to the Motion Core Component that allows you to set an Animation Class which is being applied via Link Anim Class Layers.

Motion - Advanced First Person Character Controller