
Motion: Advanced First Person Character / Controller Template
https://www.fab.com/ru/listings/61709449-01ea-4d55-9051-7f8f68dd1f1d
Motion is a high-quality template for creating immersive first person games with full body awareness.
It provides responsive controls and dynamic camera movements, coming together in a robust foundation for your first-person project!
⚡ Highly Customizable and Powerful
Motion empowers you to craft unique gameplay experiences by tailoring camera patterns for breathing, walking, sprinting, jumping, and landing. Whether you prefer exaggerated motions or subtle nuances, Motion adapts to your vision—making it fit your game, not the other way around.
Key Features
🎥 True First-Person Perspective Automatic camera adjustment with collision detection and prevention for an immersive experience.
📈 Curve-Based Animations
Edit all camera animations and speed curves in real-time, even during Play-in-Editor sessions.
🏃 Sprinting System
Easy-to-use sprinting mechanics with customizable camera animations and acceleration curves.
🦵 Crouching Component
Smooth crouching that automatically detects ceilings to prevent unintended movements.
🚶♂️ Walking Component
Integrated walking acceleration and adjustable camera animations for fluid character movement
🦿 Jumping Component
Multiple camera animations for jumping and landing, including dynamic responses based on impact velocity.
👣 Footstep System
Immersive footstep sounds for all movement types—sounds included!
📝 Example Animation Blueprint
Start immediately with a Lyra-based Animation Blueprint with all animations included!
🛠️ Gameplay Ability System Integration
Utilize the power of the Gameplay Ability System and Gameplay Tags to easily expand or create new functionalities.
🎛️ Custom AnimInstance Class
Bind Gameplay Tags to variables for simplified implementation of new animation states.
🎮 Custom Camera Component
Enhanced camera control with collision detection and prevention for smooth navigation.
⏱️ Runtime Curves
Modify curves during gameplay for dynamic adjustments and fine-tuning.
💡 Modern C++ Core with Blueprint Accessibility
Core functionalities are built in C++ for performance but are fully exposed to Blueprints for ease of use.
Why Choose Motion?
When developing my own first-person game prototype, I realized existing assets were either too complex, inflexible, or cumbersome to use. Motion was created to solve these problems, offering a template that's both powerful and easy to understand.
Changes include:
Multiplayer support!
A fully GAS-centred approach.
A socket-driven camera that feels more connected to the player.
No more custom components for CharacterMovementComponent, EnhancedInput, Character and more! (while keeping all functionality)
Better compatibility with other assets like GMCv2 or Inventory Systems.
Improved Footstep System (Environment Querying (i.e. Indoors, Outdoors), Character Profile (i.e. Stealth), Character Weight and more!)
Technical Details
Code Modules:
MotionCore (Runtime)
Number of Blueprints: 13
Number of C++ Classes: 17
Network Replicated: No
Supported Development Platforms: Windows, Linux & Mac
Supported Target Build Platforms: Windows, Linux & Mac
Input:
Mouse and Keyboard
Controller (tested with DualShock & Xbox One Controller)
Documentation: https://kia.dev/motion1.6-docs









