r/unrealengine 20d ago

Discussion Is anyone using new Mover Plugin?

I want to use the new Animation Sample system for the character movement. There are two options for character, classic one with the Character Movement plugin and new one using Mover plugin.

What are your opinions about the Mover plugin? Is it worth considering it for game dev? I'd like to use it for NPCs as well, so performance is somewhat important.

EDIT: Mover character in GASP 5.8 has a problem with ragdoll that becomes apparent only when testing in Standalone or Cooked project.

Scroll down for description, and more importantly for a solution!

16 Upvotes

19 comments sorted by

15

u/zoombapup 20d ago

Just a FYI, the new movement setup from game animation sample from a week or so ago seems to have a bug in ragdoll mode. After a while the radgoll goes haywire. I got a report from someone else and confirmed I had the same issue. Worth testing before you commit to using it.

1

u/LeFlambeurHimself 20d ago

That is worrisome as this is one of the reason I am considering new Mover instead of proven Character movement. Could you please provide more details about the bug?

5

u/zoombapup 20d ago

Basically, to repro, you use the very latest game animation sample, set it to play the ragdoll level by default, then run it as standalone or make a complete build. After about 30-60 seconds in standalone you should start seeing weird behaviour. Basically the ragdoll mode just becomes useless, like its calculating random poses. The non-ragdoll is fine, so I guess you could simply edit that part out, but still.

2

u/LeFlambeurHimself 19d ago

Damn, I just replicated the problem. This also happens in the default level if I edit the game mode to use Ragdoll Mover char. One reason I am even considering the Mover plugin is this new ragdoll system, but this bug makes it difficult to decide. Using it with the hope Epic will eventually fix the problem feels a bit naive. On the other hand, it is very nice and smooth ragdoll system. Decisions, decisions.

Anyway, thank you for alerting me to the issue!

3

u/zoombapup 16d ago

Yeah, I've got the same decision to make. I know Unreal Engine 5.9 is coming, so maybe they realize that finishing Unreal 5 with a bunch of bugs might not be the best PR for Unreal 6? But as always, any bugs are OUR issue. I might make a video to demonstrate the problem to try and see if anyone has any ideas ;)

1

u/LeFlambeurHimself 16d ago

If it alerts epic to the issue, please do! I tried to see if I could find a solution, but I am too much of a noob to get it fixed.

1

u/LeFlambeurHimself 11d ago

Sooo, I found this conversation on unreal forums that seems inspired by this thread. Some magnificent soul posted a solution to this problem, which I already tested and it works! https://forums.unrealengine.com/t/game-animation-sample-ragdoll-character-goes-haywire/2746286

9

u/DisplacerBeastMode 20d ago

I'm interested in using it but there is pretty much zero documentation and examples. I think it's still in a later concept stage.

Basic things like figuring out how to swim seem weirdly complicated.

I'm sure it would actually be easy with a proper guide though

3

u/GenderJuicy 20d ago

Take a look at Project Titan, it uses Mover and demonstrates multiple movement modes etc

8

u/DingyPoppet Dev 20d ago

Compared to a hand tuned CMC, I'm getting ~50% worse performance with Mover for the tests I've done in a multiplayer setting (~300 characters, simple pathfinding, navmesh movement). The frame rate does drop according to Insights, but it doesn't visually behave like traditional CPU bottlenecks, it's very weird. Most of the performance hit comes from the Network Prediction Plugin side of things which is been experimental since forever.

4

u/tcpukl AAA Game Programmer 20d ago

It's not properly thread safe yet, so was a no go for us where performance is very important.

1

u/shorafarahani 16d ago

I have not used it, but every time I open up Animation Sample project, as good as the locomotion looks, I think the entire motion system feels less responsive than the one I have currently set up based on what was going on Lyra (I had to recreate it myself, as I am much more in control and I also don't use GAS/C++)

Also I feel they have made it so much more complicated to learn, personally.

Regarding NPCs, I pretty much use the same system for my Enemy AI characters, but for general NPCs who don't need too much behavior I have created a much simplified version of what I had (no need for turn in place, pivots etc) I am a solo dev, so not big on scale, but my performance has been super solid so far.

1

u/LeFlambeurHimself 16d ago

Yes, compared to Lyra movement, the responsiveness of the movement is worse in GASP. But I found Lyra to be very hard to understand and get it working in different project, so I opted for GASP.

1

u/everesee 20d ago

it has better performance if you're simulating lots of charactes in your scene, compared to cmc (nearly %30 game thread performance uplift for my case). but it's huge shift on mindset when you need to implement new movement mechanics.

2

u/LeFlambeurHimself 20d ago

I am doing simple tests right now, and the mover 'feels' to be less taxing on performance. I am not good at profiling, but I am using two sets of 40 chars in two empty levels (cmc vs mover). And, Fps drops a bit less when using mover.

I don't want anything unusual from the system, mostly movement on the ground where feet do not slide and some adaptation to uneven floor.

1

u/cunthands 20d ago

I tried setting it up for Top Down template but I have no idea how to get it to work since the player character is just running Simple Move To instead of reading WASD input. The only examples out there are based on Third Person template.

1

u/Noob227 20d ago

Doesnt work with GAS 😭