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Component profiles

Motion component defaults live in versioned DataAsset profiles. The walk, sprint, crouch, jump, breathing, movement sound, and camera components read their behavior-defining values from the Profile asset assigned on the component.

Use profiles when you want to change Motion's shipped feel. Duplicate a Motion-owned profile into your project content, edit the duplicate, then assign that duplicate back to the component. Avoid editing the profiles that ship inside the Motion plugin; they are versioned defaults and are treated as immutable once released.

Current default profiles

The current Motion defaults 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

New components default to the current Motion profile for their type. Existing components keep the profile reference already saved on them.

Customize a profile

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

Profiles own complete authored settings, including whole FMotionCurve values, movement sound settings, GameplayEffect references, camera framing settings, and surface sound table references. Components copy profile data into runtime-owned state when they need to mutate playback counters, GAS effect handles, prediction state, or cached values during play.

Assign profiles during setup before play begins. SetProfile is setup-only; component profiles are not runtime loadout swaps.

Upgrade behavior

When Motion adds newer default profiles, existing assets are not automatically swapped to the new version. This keeps your saved characters pinned to the profile they already reference.

For projects created before component profiles, Motion assigns a missing profile reference to the nearest Motion-owned default profile for that component type. Motion does not generate project-local profiles from old hand-edited component values. If you had custom inline tuning, recreate it by duplicating the matching profile and applying those values to the duplicate.

Missing or invalid profiles are setup errors. A component with no valid profile logs the problem and disables the affected behavior instead of silently falling back to hidden inline defaults.

What profiles do not own

Component profiles are for shared component defaults. They do not replace native first-person item configs, inventory data, weapons, loadouts, or per-item presentation.

Use UMotionNativeFirstPersonItemConfig assets for held item meshes, automatic held pose animations or custom overlay graphs, configurable upper-body solve tuning, item transforms, optional linked animation layers, and per-item render tuning. Use the camera profile for shared camera defaults such as native first-person body presentation, safe-box framing, base eye offset, interpolation, static offsets, and target offset curves. Standing and crouched camera heights remain driven by capsule and crouch-height math.

Next steps

Motion - Advanced First Person Character Controller