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character

AI & gameplay Experimental

Configure Character Blueprint movement, capsule, mesh, camera, and footsteps.

What it's for

This namespace configures the components and movement behavior of Character-derived Blueprints: walk, run, crouch, sprint, and swim speeds, jump and gravity settings, the capsule and skeletal mesh, the spring-arm camera, navigation movement, rotation rules, custom movement modes, and footstep effects. Instead of clicking through the Character Movement component and its many nested property groups, you describe the values you want and your assistant writes them onto the asset.

Reach for it when you are setting up or tuning a playable character: dialing in movement feel, wiring the camera boom, sizing the collision capsule, or mapping physical surfaces to footstep sounds, particles, and decals. It edits the Blueprint asset's saved defaults, so the change sticks for every instance of that character.

This is asset-level configuration. Anything that concerns a live actor in a running world — authority, replication, or local-control checks — belongs under the networking or session namespaces, not here.

This area is experimental and still improving. Method and parameter shapes may change between releases as the surface settles.

Examples

Tune how the character moves

Set the ground walk speed and friction, then give sprint its own faster speed.

You: On BP_PlayerCharacter, set walk speed to 450, sprint to 750, and bump ground friction.

  call("character.configure_movement_speeds", {blueprintPath:"/Game/Characters/BP_PlayerCharacter",
        walkSpeed:450, groundFriction:8})
    → {ok:true}
  call("character.configure_sprint", {blueprintPath:"/Game/Characters/BP_PlayerCharacter",
        sprintSpeed:750})
    → {ok:true}

Done. Walk 450, sprint 750, ground friction 8.

Make the jump feel right

Adjust the jump velocity, air control, and gravity so the character floats less.

You: Give BP_PlayerCharacter a higher jump with tighter air control and a bit more gravity.

  call("character.configure_jump", {blueprintPath:"/Game/Characters/BP_PlayerCharacter",
        jumpHeight:620, airControl:0.35, gravityScale:1.3})
    → {ok:true}

Done. Jump Z 620, air control 0.35, gravity 1.3.

Map a surface to a footstep sound

Bind a physical surface type to the sound, particle, and decal used when the character steps on it.

You: When BP_PlayerCharacter walks on grass, play the grass footstep sound and kick up the grass VFX.

  call("character.map_surface_to_sound", {blueprintPath:"/Game/Characters/BP_PlayerCharacter",
        surfaceType:"Grass", footstepSoundPath:"/Game/Audio/S_Footstep_Grass",
        footstepParticlePath:"/Game/VFX/P_Footstep_Grass"})
    → {ok:true}

Done. Grass now maps to the grass footstep sound and particle.

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