character-controller

Design, build, and diagnose Unreal Engine character controllers using Mover and Network Prediction.

1|Updated May 12, 2026
One-click install
npx skills add https://github.com/Firzus/agent-skills --skill character-controller-firzus
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: character-controller
Source: https://github.com/Firzus/agent-skills/tree/main/skills/game/character-controller
Command: npx skills add https://github.com/Firzus/agent-skills --skill character-controller-firzus

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill helps you design, build, and diagnose complex Unreal Engine character controllers that need to stay stable under network prediction, rollback, and multiplayer correction. It is especially useful when movement must remain authoritative, replay-safe, and consistent across clients, servers, and proxies.

Core Features & Use Cases

  • Mover-first character architecture: Uses Unreal Mover as the guarded simulation layer and keeps it as the only displacement writer.
  • Networked locomotion support: Covers grounded, falling, climbing, gliding, swimming, moving bases, teleport, and combat displacement.
  • Combat and animation handoff: Coordinates facing, root motion, Motion Warping, cancellation, and presentation without letting animation own gameplay movement.
  • Diagnostics and validation: Provides a structured approach for debugging jitter, desync, correction storms, rollback issues, and proxy smoothing problems.
  • Use case: You are building a third-person action RPG and need a controller that works in standalone, listen server, dedicated server, and simulated proxy scenarios without falling back to Character Movement Component behavior.

Quick Start

Ask the Skill to design, build, or diagnose your Unreal character controller using Mover-first movement rules and the exact locomotion, combat, or network issue you want solved.

Frequently Asked Questions about character-controller

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I build a multiplayer character controller in Unreal Engine that handles rollback and network prediction?

To build a multiplayer Unreal Engine character controller with rollback and network prediction, use a Mover-first architecture that keeps Mover as the single displacement writer and maintains replay-safe C++ data validated across autonomous and simulated proxy roles.

Why does my Unreal Engine character movement jitter and desync across clients and servers?

Character movement jitter and desync across clients and servers typically occur when animation owns gameplay displacement or multiple writers override Mover, requiring a single-writer displacement authority and structured validation across listen server and dedicated server roles.

How do I implement climbing, gliding, and swimming locomotion in Unreal Engine without Character Movement Component?

To implement climbing, gliding, and swimming locomotion without Character Movement Component, use Unreal Mover as the guarded simulation layer and apply its networked locomotion support to ground, fall, climb, and swim states across standalone and proxy scenarios.

Can I use Motion Warping and root motion for combat displacement while keeping Mover authoritative?

You can use Motion Warping and root motion for combat displacement while keeping Mover authoritative by coordinating facing and cancellation handoffs so that animation drives presentation while Mover remains the only gameplay displacement writer.

Does Unreal Engine Mover support moving bases and teleport for third-person action RPG locomotion?

Unreal Engine Mover supports moving bases and teleport for third-person action RPG locomotion by applying its guarded simulation layer to validate displacement across standalone, listen server, dedicated server, autonomous proxy, and simulated proxy roles.

What's the best way to diagnose correction storms and proxy smoothing problems in Unreal Engine multiplayer movement?

The best way to diagnose correction storms and proxy smoothing problems in Unreal Engine multiplayer movement is to apply structured diagnostics for rollback issues and validate replay-safe C++ data across all network proxy roles.