Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Character is not moving

I have some serious issues with implementing custom movement modes or states, I searched on the forums and I don't quite get how people is managing to implement their custom movement modes. I followed rama's tutorials and I feel them some incomplete, and I found the topic itself a little bit confusing and hard to implement.

So I want to create a new movement state for my character, what I want to do is to change movement state to CUSTOM from character.cpp that state will call a function of my custom movement component class, the code works, the communication between classes is working, but the character is not able to move. Here is my code:


 enum ECustomMovementMode
     CMOVE_WallRunning     UMETA(DisplayName = "Wall Running"),
 class UWallRunMovComp : public UCharacterMovementComponent
         TEnumAsByte<enum ECustomMovementMode> NewCustomMovementMode;
         APlayerCameraManager* GPCM;
         APlayerController* PC;
         FHitResult CT_OutHit;
         FCollisionQueryParams TraceParams;
         FTimerHandle WallRun_Clock;
         UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WallRun)
             float TimeOnWalls;
         UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WallRun)
             float DistanceTolerance;
     virtual void PhysCustom(float deltaTime, int32 Iterations) override;
     UWallRunMovComp(const class FObjectInitializer& ObjectInitializer);
     void VWallRun(float deltaTime, int32 Iterations);


 UWallRunMovComp::UWallRunMovComp(const class FObjectInitializer& ObjectInitializer)
     : Super(ObjectInitializer)
     TimeOnWalls = 3.f;
     DistanceTolerance = 150.f;
 void UWallRunMovComp::PhysCustom(float deltaTime, int32 Iterations)
     switch (CustomMovementMode)
     case CMOVE_WallRunning:
         VWallRun(deltaTime, Iterations);
 void UWallRunMovComp::VWallRun(float deltaTime, int32 Iterations)
     this->GPCM = UGameplayStatics::GetPlayerCameraManager(this, 0);
     this->PC = UGameplayStatics::GetPlayerController(this, 0);
     GEngine->AddOnScreenDebugMessage(-1, 1, FColor::Yellow,"lol");

CHARACTER.CPP (Only function that changes movement mode)

 void ARunnerCharacter::V_WallRun()
     if (GetCharacterMovement()->MovementMode == 3)
         UWallRunMovComp* CustomCharMovementComp = Cast<UWallRunMovComp>(CharacterMovement);
         if (CustomCharMovementComp)
             GetCharacterMovement()->SetMovementMode(MOVE_Custom, CMOVE_WallRunning);

the build compiles succesfully and when I Jump and press the "special" input keys, the game is printing the string "lol" just to make sure it works, I have some custom code there to perform the movement which compiles correctly too, but the character is just standing in the air doing nothing, I can shoot and look around but I can't move or jump, I am able to crouch too (Custom crouch but not in a custom movement mode)

¿What am I doing wrong?


Product Version: UE 4.9
more ▼

asked Oct 27 '15 at 01:19 AM in C++ Programming

avatar image

192 19 23 80

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question