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How to customize component profiles

Motion component defaults are in DataAsset profiles. The walk, sprint, crouch, jump, breathing, movement sound, and camera components read behavior values from the assigned Profile asset.

Use profiles to change the supplied Motion behavior. Duplicate a Motion-owned profile into your project content. Edit the duplicate. Then, assign the duplicate to the component.

WARNING

Do not edit the profiles in the Motion plugin. They are released defaults, and plugin updates can replace them.

Select the profile to duplicate

The Motion defaults for this release are in:

text
/MotionCore/Motion/Profiles/v2_0_0/
ComponentDefault profile
MotionWalkComponentDA_MotionWalkProfile_Default_v2_0_0
MotionSprintingComponentDA_MotionSprintProfile_Default_v2_0_0
MotionCrouchingComponentDA_MotionCrouchProfile_Default_v2_0_0
MotionJumpComponentDA_MotionJumpProfile_Default_v2_0_0
MotionBreathingComponentDA_MotionBreathingProfile_Default_v2_0_0
MotionMovementSoundComponentDA_MotionMovementSoundProfile_Default_v2_0_0
MotionCameraComponentDA_MotionCameraProfile_Default_v2_0_0

When a component has no assigned Profile, it uses the default Motion profile for its type. Project components keep their saved profile reference.

In the editor, the assigned profile appears on the Details panel of each Motion component.

Duplicate and assign a profile

  1. Enable Show Plugin Content in the Content Browser.
  2. Find the Motion profile that you want to change in MotionCore > Motion > Profiles > v2_0_0.
  3. Duplicate it into the Content folder of your project.
  4. Rename the duplicate for your project, for example DA_PlayerSprintProfile.
  5. Edit the values of the duplicate.
  6. Assign the duplicate to the Profile property of the component.

The profile reference is the authored setup point. Once you duplicate a profile into project content, point the matching component at that duplicate instead of editing the plugin default.

Profiles own full authored settings. These settings include FMotionCurve values, movement sound settings, GameplayEffect references, Stable camera / Motion 1.6 camera settings, and surface sound table references.

Components copy profile-authored data into transient runtime fields during setup. Playback counters, Gameplay Ability System (GAS) effect handles, prediction state, and other mutable state remain on the component rather than mutating the profile asset.

Assign profiles during setup before play starts. The primary setting that you edit is the Profile reference. Do not tune behavior defaults again on component-local fields.

WARNING

SetProfile is setup-only, not a runtime loadout swap.

After a save and reload, each Motion component must point at the assigned project-owned profile asset. Do a check of starter-character duplicates and updated ACharacter Blueprints before more tuning.

Next steps

Motion - Advanced First Person Character Controller