# Limitations - Hanging: jumps from ledge to ledge go up the same wall or across along it, not out to a ledge on another wall behind or diagonally. A ledge has to be at least about 40 cm thick for the hands to find its face. - The slide goes under something in a straight line on a flat floor. On Mover the owner's mesh can lift a few cm for a frame or two while the capsule goes down, from Mover's smoothing. - The paths are straight lines between a few points, eased at both ends. With an animation that matches them it reads as a vault or a climb; without one, the capsule's motion is visibly mechanical. - The hands are put on the edge by the Traversal Hand IK node only while the animation holds it still. Feet are not placed: for an obstacle much lower than the animation's, a variant made for that height still looks better. - Co-op is two players, one helping and one helped, standing still while it helps: no carrying, no third player on top. Each machine decides a boost or a pull up from where it sees the helper, so one tried within a round trip of the helper starting or stopping can be corrected. On Unreal Engine 5.6, a Mover component of your own (not `UTRCCharacterMoverComponent`) needs its input producer to add `FTRCMoverHelpInputs` itself, since 5.6 reads input from one producer only. - Ladders are straight. A curved or bent ladder needs one component per straight part. - Mover is Experimental in Unreal Engine 5.8, so its API can change. Traversecraft is updated for each supported engine version. - Tested on Windows. On Linux it was built and run with Unreal Engine 5.6 (a packaged build on Ubuntu: 300 random obstacles with none failed, and the CMC and Mover characters traversing walls and blocks), not as a dedicated server, which needs an engine built from source. The 5.7 and 5.8 packages list Windows only. - AI: the nav link drives CMC characters; on Mover, call `RequestTraverse` from your own AI. Links are placed by hand.