
Description
If you have any questions, you can ask here: Discord
My email: [email protected]
Detailed changelog: Documentation (Document have all files download links)
Updated: Version3.0, includes COD21 BO6's OMNIMOVEMENT: 4 multiplayer actions with just one button, this is Omni Movement
So, this plugin current support: Dive, Climb, Omni Slide and Dash, Aim, Mantle, Stamina, Prone
Version 3.0: CMV3 ➜ Sample Project V3.0 | OmnimovementShooterGame_Demo | ActionGame_Demo
Video 3.0:
Apex Legend: UE5 plugin, Apex Legend's slide mechanism, do you really understand it?
Call of Duty: Black Ops6: UE5 plugin, COD21's Omni Movement system, do you really understand it? CMV3
Monster Hunter: Wilds: UE5 plugin, Monster Hunter Wilds' action movement system, do you really understand it? CMV3
Updated: Version2.0, included all 1.0 features, meanwhile, support Climb, Aim, Mantle, Stamina.
Version 2.0: Video Showcase2.0 | PlayableDemo2.0
Version 1.0: Contrast With "The Finals" | Playable Demo 1.0 (Old Version)
#️⃣ UE VERSION INFO:
5.1: Common Movement V1 [latest update: 1.0] discontinued
5.2: Common Movement V2 [latest update: 2.0.311] discontinued
5.3 / 5.4 / 5.5: Common Movement V3 [latest update: 3.0.603] active
CMV3 will support two game types with one CMC component, and will support more game types in the future, alleviating users' concerns about purchasing CMV3 but not being suitable for their projects.
As a pure multiplayer movement system, CMV3 is naturally decoupled from most game systems, has no pre-resource dependencies, is very easy to integrate (because it does not rely on Assets, you can even get CMV3 running in your project in just 10 minutes), and will not conflict with existing systems or frameworks in the project, causing previous work to need to be overturned and redone.
At the same time, CMV3 provides a large number of parameters, which are flexible and optional, allowing users to build their own player multiplayer movement functionality according to their project requirements (for details, please refer to the settings of the sample project)
The best extension practices of CMC often require modifications to Character and CharacterMovementComponent, so the related classes in CMV3 need to be inherited as Base Class
But don't worry, Base Character Class and Base Character Movement Component are completely focused on movement-related logic and will not disrupt the logic of your existing classes. Character Class does not even override and use BeginPlay() function
You can almost treat it as Engine default character class. It is easy and quick to complete the inheritance. Once the inheritance is completed, you will have everything related to the multiplayer movement system.
If you are looking for a physics based multiplayer movement that support { Slide(support sliding while Jumping), Jump(support Jumping while Sliding), Climb(support auto and manual), Dash(equivalent to a sprint that consumes stamina), Aim(support strafing 8-way locomotion), Mantle(support auto and manual), Stamina(net predicted by multiplayer movement ecosystem) }, a custom movement component solution in multiplayer, then it must be CM. All additional movement modes will have the same level of optimization, versatility, and seamless connection as the engine's default movement state: Jump, Crouch. So, you can give full play to your imagination to control character in your own game.
Full support for multiplayer games, optimized traffic bandwidth, and network latency, plugin-and-play custom movement components combined with UE5's newest animation blueprint technology. Provides a complete self-contained sample project that does not rely on third-party plugins and can be quickly and easily transplanted to your own game project.
Use this plugin, You don't need to modify the code. The entire plugin is highly parameterized. You can create the desired effect by adjusting the parameters in the blueprint. If you need some new features, you can also provide feedback on discord or email.
You can try the Demo to see the effect of this plugin: you can slide forward, backward, left, and right, and you can also run forward, backward, left, and right at high speed (these can be adjusted through parameters, no code is required).
Sprint state in CommonMovement is a continuous state based on CharacterMovementComponent (CMC), similar to the default sprint of characters in Apex Legend. In essence, it does not conflict with tactical sprint (or dodge and pounce?). You can take a look at GA_Dash in the Lyra sample project and its LyraCharacterMovementComponent for best practices. The development of this plugin is basically based on Lyra and uses CommonMovement to expand into a third-person Apex Lengend or THE FINALS movement system. So CommonMovement is also easy to integrate into the Lyra sample project or other project
The plugin is fully in line with the design philosophy of Unreal Engine and the UE ecosystem. It is very convenient to be compatible with the features of the updated version of UE. For example, it is very convenient to use with the latest animation blueprint system. It will also support Mover2.0 of UE5.5 in the future.
Provides a pure blueprint project with a few simple blueprint classes that can cover all Control logic, and all blueprint content is under the top-level folder, so you can also seamlessly migrate it to your own project.
Animation Blueprint is separate from Lyra, so you can easily reuse it in your own projects. At the same time, it provides a simplified animation blueprint framework example, which not only improves the expressiveness of the animation system, but also improves performance, is easy to expand and reuse, and empowers the development of animation systems.
Sample project dependent plugins (Free Epic official plugins) are Animation Warping, Animation Locomotion Library.
(If this plugin update resulted in the need to make some modifications in the blueprint class, there will be a detailed update changelog tutorial in the document. If you don’t see the corresponding plugin version number changelog update, you can rest assured to update the plugin. It will not have any impact on the blueprint class)
Features:
Compatible with all server modes, LS, DS, stand-alone, all are available. It supports three Net_Role: Authority, Autonomous, and Simulated with exactly the same character control experience. Utilizing the network prediction feature of UE5 to optimize, characters can still move at high speed with considerable smoothness even under high latency conditions.
Simple and fast to use, all the control logic of the character only needs to use a few blueprint nodes in the Character blueprint class.
Easy to configure, provides many parameters setup and can be flexibly configured according to the designer's needs to achieve competitive fairness in multiplayer games.
High-mobility character control in multiplayer games can expand the skills of controlling characters when moving at high speed, completely supporting physical simulation.
Code Modules:
CommonMovement (Runtime)
Network Replicated: Yes (Listen & Dedicated Servers)
Number of C++ Classes: 26
Number of Blueprints: 3 (In sample project, not plugin: only need 1 character class, 2 animation blueprint class)
Supported Development Platforms: Windows, Mac, Linux
Supported Target Build Platforms: Windows, Mac, Linux, Android, iOS