What problem does it solve? Unreal's experimental Mover plugin replaces CharacterMovementComponent with a modular, rollback-networked simulation, but its data-driven architecture (input commands, sync states, movement modes, layered moves) is unfamiliar and easy to misuse — direct SetActorLocation calls fight the simulation, and APIs shift between engine versions. ## Core Features & Use Cases - Mover Pawn Setup: Build a pawn on UMoverComponent/UCharacterMoverComponent, wire Enhanced Input into ProduceInput via IMoverInputProducerInterface and FCharacterDefaultInputs. - Custom Movement Authoring: Create movement modes, transitions, layered moves (dashes, launches, knockbacks), instant movement effects (teleports), and movement modifiers (crouch/stance) with correct replication and rollback behavior. - Backend & Migration Guidance: Choose between Network Prediction, Chaos networked physics, and standalone backends, and migrate CMC-based characters using the provided cheat sheet. - Use Case: You are adding a wall-run ability to a networked character — use this Skill to author a custom UBaseMovementMode, queue it via QueueNextMode, and keep it deterministic for rollback resimulation. ## Quick Start Ask the agent to create a Mover-based pawn in Unreal Engine 5.8 with a custom gliding movement mode wired to Enhanced Input.