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Found 2 Skills
Use this skill when working with character movement, CharacterMovementComponent, CMC, movement modes, walking, falling, swimming, flying, custom movement, network prediction, FSavedMove, root motion, floor detection, step-up, or character physics. Also use for 'PhysWalking', 'PhysCustom', 'LaunchCharacter', 'WalkableFloor', or 'movement replication'. See references/ for CMC extension patterns and movement pipeline details.
Use when writing or debugging movement built on the Mover plugin: custom movement modes, layered moves, movement modifiers, instant effects, mode transitions, input production, or rollback networking for a Mover pawn. Also use when the user mentions 'Mover plugin', 'MoverComponent', 'CharacterMoverComponent', 'UBaseMovementMode', 'FLayeredMoveBase', 'FMoverSyncState', 'FMoverInputCmdContext', 'FProposedMove', 'ProduceInput', 'QueueNextMode', 'QueueLayeredMove', 'MovementModifier', 'InstantMovementEffect', 'ChaosMover', 'NetworkPrediction backend', or 'MoverExamples'. For UCharacterMovementComponent, see ue-character-movement; for replication mechanics, see ue-networking-replication.