Networked Mover characterKBVEMover
The shared control-character layer built on UE5's Mover plugin — a networked, data-driven pawn that replaces the legacy CharacterMovementComponent. Server-authoritative with client prediction, so it works standalone, listen-server, and on the dedicated server.
Client-predicted, server-authoritative
Built on UE5's Mover plugin — client prediction with server authority — so it runs standalone, on a listen-server, and on the dedicated server. Runs parallel to the legacy CMC character; games opt in per game.
- Pawn — AKBVEMoverPawn replaces the legacy CharacterMovementComponent.
- Pulls in — Mover + EnhancedInput (depends on KBVEGameplay).
The pawn
AKBVEMoverPawn
Pawn composition
An APawn with a capsule root, skeletal mesh, third-person camera, and a UCharacterMoverComponent (default Walking / Falling / Flying modes).
Input production
Implements IMoverInputProducerInterface and sets itself as the InputProducer; Enhanced Input accumulates intent, and ProduceInput translates it into the Mover sim's FCharacterDefaultInputs (camera-relative move, orientation intent, jump).
Networked by default
Server-authoritative with client prediction — standalone, listen-server, and dedicated server, running parallel to the legacy CMC character.
Integration
Usage
Enable the plugin (pulls in Mover + EnhancedInput), derive a BP from AKBVEMoverPawn, assign the mesh + input assets, and set it as the DefaultPawnClass. Networking is automatic. It runs parallel to the legacy CMC AchuckCoreCharacter — opt in per game.
Planned
Roadmap
- Locomotion animation layer.
- Custom movement modes (sprint / dash / swim).
- Port stats/inventory onto the Mover pawn.
Questions
Frequently asked
What is KBVEMover?
KBVEMover is the shared control-character layer for KBVE games, built on UE5's Mover plugin. It is a networked, data-driven pawn that replaces the legacy CharacterMovementComponent, working standalone, on a listen-server, and on a dedicated server.
What is AKBVEMoverPawn?
AKBVEMoverPawn is an APawn with a capsule root, skeletal mesh, third-person camera, and a UCharacterMoverComponent (Walking, Falling, Flying modes). It implements IMoverInputProducerInterface and translates Enhanced Input into the Mover sim's FCharacterDefaultInputs.
How do I use KBVEMover in a game?
Enable the plugin (it pulls in Mover and EnhancedInput), derive a Blueprint from AKBVEMoverPawn, assign the mesh and input assets, and set it as the DefaultPawnClass. Networking is automatic and it runs parallel to the legacy CMC character, so games opt in per game.
