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Create a Motion character

Use this procedure to create a Motion 1.6 character from an empty Blueprint. You must know Blueprints, skeletal meshes, Animation Blueprints, and component tags.

For a faster setup, duplicate the configured Motion character.

Create the character Blueprint

  1. Create a Blueprint Class in project content.
  2. Select MotionCharacter as the parent class.
  3. Do not select B_MotionCharacter.
  4. Name and save the Blueprint.

Set up the skeletal meshes

The base MotionCharacter has the core character, ability, camera, movement, and collision components. Add the applicable presentation meshes.

  1. Select the inherited Mesh component.
  2. Assign the headless character mesh.
  3. Assign an Animation Blueprint with MotionAnimInstance as its parent.
  4. Add a skeletal mesh component below Mesh.
  5. Assign the full-body character mesh to the new component.
  6. Assign an Animation Blueprint that copies the parent pose.

Motion character mesh setup

The Animation Blueprint can also implement InitializeWithAbilitySystem. The Gameplay Tag Property Map connects Motion state tags to Blueprint variables.

Set visibility for the two meshes:

MeshCast ShadowOwner No SeeHidden Shadow
Default Meshfalsefalsefalse
Full-body meshtruetruetrue

Set the default mannequin mesh transform:

  1. Set Mesh location Z to -90.
  2. Set Mesh rotation Z to 270.

Set the camera offset

  1. Select the Motion Camera Component.
  2. Set Camera Target Offset to ECA_FirstPerson.

Add movement components

Add the applicable Motion components:

  • Walking Component for movement
  • Jumping Component for jump
  • Crouching Component for crouch
  • Sprinting Component for sprint
  • Breathing Component for idle camera movement
  • Movement Sound Component for footsteps

Set up input

In Class Defaults, select the Motion input assets. Duplicate supplied input assets into project content before you change them.

Adjust project settings

  1. Open Project Settings.
  2. In Engine > Input, set Default Input Component Class to MotionInputComponent.
  3. In Project > Maps & Modes, select the project GameMode.
  4. Set its pawn to the new Motion character.
  5. Set its player controller to MotionPlayerController.
  6. Start PIE and verify movement, camera, and input behavior.

Motion - Advanced First Person Character Controller