
Açıklama
A complete third-person locomotion system, authored entirely in a single Data Asset.
Locomotion Framework takes your animations and turns them into a character that starts, stops, pivots, walks, runs, sprints, aims, jumps and climbs over obstacles — fully replicated for multiplayer — with no Animation Blueprint to wire up. Everything is set in a dedicated editor panel, one animation at a time, and you see the result in game right away.
What you get
Ground movement — four gaits (idle, walk, run, sprint), oriented starts and stops, pivots, turn-in-place, and lean into turns.
Your workflow, not ours — walk, run and sprint loops play either as separate clips or from a blend space. Starts and stops play either as full-body animations or as an additive layer on top. Pick whichever matches the animations you have; nothing else in the system changes.
Strafe — 8-direction lateral movement, standing still or on the move, with a natural transition between free running and strafing.
Jump — take-off, apex, fall and landing, strafe jumps included, with landing anticipation.
Traversal — five moves: mantle, climb, hurdle, vault, and mid-air ledge catch. The height of the obstacle decides on its own which move plays.
Weapons and aiming — every weapon and every stance is a profile, and you fill it in however you like: with animations made for that weapon, or by reusing your unarmed locomotion and layering only the weapon pose on top — on the upper body, or on the exact bones you choose. Add the aim offset and the equip animations, and the weapon is playable. Both approaches can live side by side: one fully animated hero weapon, the rest built as overlays.
Multiplayer — every part of locomotion replicates to other players automatically: gait and direction, jumps, traversal moves, weapon equip and aim. Nothing to set up on your end.
Tools — automatic capsule fitting to your mesh, and a character setup tool that builds a playable pawn from your mesh in a few clicks.
Why this one
Spend your time on animations, not plumbing. Clean locomotion normally means months of state machines, animation graphs and code. All of that is already built and battle-tested here. You have one job left: your animations. Drop them into the slots, and the character starts moving.
One single animation node. No graph to maintain, no state machine to debug. You fill in slots, the plugin plays them.
Your animations, your rig. Bones are detected automatically — the framework adapts to your character, not the other way around.
Go exactly as far as you want. Every slot is optional. A handful of animations is enough to get a character that walks, runs and jumps cleanly; fill in more and that same character gains pivots, turn-in-place, directional strafing, multiple weapons and obstacle traversal. Nothing is mandatory and nothing breaks: whatever you leave empty is simply ignored. The plugin follows your project, from the simplest locomotion to the most advanced.
Fast. The whole system is written in C++ and handles a crowd of animated characters on screen without breaking a sweat — one more reason to bring it in early.
No C++ to write. Everything is driven from your Blueprints.
You're not just buying a plugin, you're buying a solution that keeps growing. Locomotion Framework is developed and used daily by our studio, and it grows with the needs of our own games as well as with community feedback. What you install today will keep moving forward.
Good to know
No mesh and no animations are included — the plugin drives your own.



