# Settings The same settings drive both movement systems. They are in the **Traversal** section of `UTRCCharacterMovementComponent` and `UTRCCharacterMoverComponent`, and in the **Traversecraft** shared settings when you add the modes to your own Mover component. ## Finding obstacles | Setting | Default | What it does | |---|---|---| | Traverse On Jump | on | The jump key starts a traversal or grabs a ladder when there is one in front | | Trace Channel | Visibility | Channel the obstacle traces use. Obstacles and ladders have to block it | | Reach | 70 | How far past the capsule an obstacle is looked for, in cm | | Min Height | 30 | Lower than this above the feet is a step, not an obstacle | | Clearance | 4 | Gap kept between the capsule and the obstacle along the path, in cm | Every move is checked before it starts: the capsule, slightly shrunk, is swept along the whole path, and the move does not start if anything is in the way. ## Moves on and off | Setting | Default | What it does | |---|---|---| | Allow Vault | on | With vault off, a low obstacle is mantled onto instead | | Allow Mantle | on | | | Allow Climb | on | | | Allow Ladder | on | | | Allow Hang | on | Hanging, and everything from a hang: along, round corners, up, across, down to a ledge | | Allow Slide | on | | | Allow Wall Run | off | See below | | Allow Wall Kick | off | See below | | Allow Zipline | on | Grabbing zipline cables. See [Ziplines and ropes](../ziplines-and-ropes/) | | Allow Rope | on | Grabbing ropes and swinging on them. See [Ziplines and ropes](../ziplines-and-ropes/) | They can change at runtime, but on the owner and the server alike: both decide the same move from them. For a game rule (stamina, carrying something, a status effect), add the **TRC Traversal Gate** interface to the character and implement **Can Traverse**. It is asked each time a traversal is found, with the kind, on the owner and on the server, for CMC and for Mover. Return the same answer on both machines: read replicated state, never something only one of them knows, or the server will correct the owner back. ## Vault | Setting | Default | What it does | |---|---|---| | Vault Max Height | 120 | Highest obstacle vaulted over, in cm above the feet | | Vault Max Depth | 120 | Thickest obstacle vaulted over, in cm | | Vault Landing | 40 | How far past the far edge it lands, in cm | | Vault Duration | 0.55 | Seconds, when there is no animation | | Keep Speed After Vault | on | Leave the vault at the speed it started with | ## Mantle and climb | Setting | Default | What it does | |---|---|---| | Mantle Max Height | 210 | Highest ledge mantled onto, in cm above the feet | | Mantle Depth | 20 | How far in from the edge it ends, in cm | | Mantle Duration | 0.9 | Seconds onto the highest ledge, when there is no animation. A lower ledge takes down to 60% of it | | Climb Max Height | 300 | Ledges between Mantle Max Height and this are climbed | | Climb Duration | 1.3 | Seconds, when there is no animation | | Grab Ledge In Air | on | Jumping or falling into a ledge while pushing toward it mantles or climbs onto it, with no button. Only when the feet are Min Height or more off the ground, so stepping off an edge or the end of another traversal never grabs | ## Hang | Setting | Default | What it does | |---|---|---| | Hang Max Height | 360 | Highest ledge a jump from the ground reaches to hang from, in cm above the feet | | Hang Instead Of Climb | off | Ledges in the climb range are hung from first, then climbed up from | | Hang Ledge Above Head | 30 | Hanging, how far the ledge's top is above the top of the capsule, in cm | | Hang Wall Gap | 4 | Hanging, the gap between the capsule and the wall, in cm | | Hang Shimmy Speed | 120 | Along the ledge at full input, in cm/s | | Hang Jump Off Speed / Up Speed | 300 / 350 | Jumping off while pulling away from the wall, in cm/s | | Grab Ledge Speed | 400 | Speed onto a ledge when there is no animation for it, in cm/s along the path | | Drop To Ledge Min Drop | 150 | How deep the drop past an edge has to be to drop down and hang from it, in cm | | Drop To Ledge Max Speed | 200 | Faster than this at the edge, a jump stays a jump, in cm/s | | Drop To Ledge Duration | 0.6 | Seconds, when there is no animation | | Drop To Ledge Turn Share | 0.35 | Share of the drop down to a ledge spent turning round to face it, from its start | | Climb From Hang Duration | 0.9 | Seconds, when there is no animation | | Hang Jump Up Reach | 150 | How much higher a ledge above can be to jump up to it, in cm. 0 turns it off | | Hang Jump Side Reach | 200 | How far across a gap a ledge can be to jump to it, in cm. 0 turns it off | | Hang Jump Duration | 0.5 | Seconds of a jump from ledge to ledge, when there is no animation | | Hang Corner Duration | 0.35 | Seconds round a corner, when there is no animation | How hanging works is in [Hanging from ledges](../hanging/). ## Slide | Setting | Default | What it does | |---|---|---| | Slide Half Height | 45 | Capsule half height while sliding, in cm (Mover). The CMC uses its own **Crouched Half Height**: the slide is a crouch there | | Slide Max Depth | 400 | Deepest obstacle slid under, in cm | | Slide Min Speed | 350 | The slide keeps the speed it came in with, but never goes slower than this, in cm/s | | Slide Exit Distance | 50 | How far past the far side it stands back up, in cm. There has to be room to stand there | Jump in front of something with a gap under it (nothing at the knees, something at the chest) to slide under it. The gap has to fit the low capsule. ## Wall run Off by default (**Allow Wall Run** under **Moves**): it starts on its own, in the air, fast enough, alongside a wall, so a game that does not want it would be surprised by it. | Setting | Default | What it does | |---|---|---| | Wall Run Min Speed | 350 | Slowest ground speed it starts at, and the slowest it runs at, in cm/s | | Wall Run Reach | 30 | How far past the capsule a wall at the side is looked for, in cm | | Wall Run Min Height | 50 | The feet have to be this far off the ground for it to start, in cm | | Wall Run Up Speed | 250 | Upward speed it starts with, in cm/s | | Wall Run Gravity Scale | 0.35 | Share of gravity on the wall; lower runs longer | | Wall Run Max Fall Speed | 250 | It ends once falling faster than this, and does not start falling faster than half of it | | Wall Jump Out Speed | 450 | Jumping off: speed away from the wall, in cm/s. The speed along it is kept | | Wall Jump Up Speed | 450 | Jumping off: upward speed, in cm/s | It ends when the wall ends, when the player pulls away from it, when something is in the way along it, when it falls too fast or when it lands. Jump during it to jump off. It does not catch the same wall again while moving away from it. `GetWallRunSide` says which side the wall is on (1 right, -1 left) for an Animation Blueprint; **Wall Run Left Animation** and **Wall Run Right Animation** loop while it runs. ## Wall kick Off by default (**Allow Wall Kick** under **Moves**): it changes what the jump key does in the air. With it on, pressing jump in the air with a wall in front pushes off it, out and up, keeping the speed along the wall. Jump at a wall at an angle, push off it, and a ledge beyond is in reach of the grab in the air: a tic-tac. | Setting | Default | What it does | |---|---|---| | Wall Kick Reach | 35 | How close a wall in front has to be, from the capsule, in cm | | Wall Kick Out Speed | 350 | Speed straight out from the wall, in cm/s | | Wall Kick Up Speed | 550 | Upward speed, in cm/s | | Wall Kick Duration | 0.2 | Seconds of the push before it flies off, when there is no animation | It is a short traversal of the kind **WallKick**, so it is predicted like the others: the press rides in the move on the CMC and in the input on Mover, the owner and the server push off the same wall, and the character leaves with the same velocity. **Wall Kick Animation** plays the push. ## Ladders | Setting | Default | What it does | |---|---|---| | Ladder Speed | 200 | cm/s at full input | | Ladder Jump Off Speed | 300 | Speed away from the ladder when letting go | | Ladder Jump Off Up Speed | 300 | Upward speed when letting go | | Grab Ladder In Air | on | Falling into a ladder while pushing toward it grabs it | | Grab Ladder By Walking | off | Walking into a ladder while pushing toward it grabs it, with no jump | | Ladder Top Exit Duration | 0.6 | Seconds to climb off the top | | Ladder From Top Duration | 0.7 | Seconds from standing at the top to being on the ladder, when there is no animation | | Ladder Slide Speed | 0 | Pulling down at full input slides at this speed, in cm/s. 0 (or anything up to Ladder Speed) keeps it a climb | ## Ziplines and ropes | Setting | Default | What it does | |---|---|---| | Line Hands Above Head | 15 | How far above the head the hands hold a cable or a rope, in cm | | Line Jump Reach | 100 | How high a jump takes the hands: a jump on the ground with a cable this close above stays a jump | | Zipline Grab Radius | 45 | How close the hands have to come to a cable, in cm | | Zipline End Margin | 60 | Not grabbed this close to either end, in cm | | Zipline Min Speed, Max Speed | 400, 1400 | Slowest and fastest ride, in cm/s | | Zipline Gravity Scale | 0.6 | Share of gravity along the cable | | Zipline Let Go Down Speed | 150 | Downward speed added when letting go, in cm/s | | Rope Grab Radius | 55 | How close the hands have to come to a rope, in cm | | Rope Jump Reach | 300 | How far ahead a jump carries the hands: a jump on the ground with a rope this close ahead stays a jump | | Rope Min Length | 150 | Shortest pendulum: no grab closer to the anchor, in cm | | Rope Swing Acceleration | 700 | Push of the move input across the rope, in cm/s² | | Rope Max Swing Angle | 70 | Highest the swing goes, in degrees from hanging straight | | Rope Damping | 0.15 | Share of the swing's speed lost per second | | Rope Let Go Boost, Up Speed | 1.15, 350 | Letting go: the swing's velocity times the boost, plus the upward speed | ## Co-op | Setting | Default | What it does | |---|---|---| | Allow Helping | on | This character can brace for a boost or kneel at an edge, with Set Helping | | Allow Being Helped | on | This character can be boosted and pulled up | | Boost Reach | 90 | How far in front, between the two capsules, the one bracing can be when the jump is pressed, in cm | | Boost Launch Speed | 850 | Speed up the boost gives, in cm/s: the feet about 3.7 m up | | Boost Forward Speed | 150 | Speed on toward the one bracing, in cm/s, to reach what it braces against | | Reach Down Extra | 150 | How much higher a ledge can be grabbed in the air under a teammate reaching down, in cm | | Reach Down Min Drop | 150 | The drop in front that makes helping kneel and reach down instead of brace, in cm | ## Animations | Move | Slots | |---|---| | Vault, mantle, climb | **Vault Animation**, **Mantle Animation**, **Climb Animation**, and up to 8 variants of each by height and speed | | Ladder | **Ladder Animation** (a cycle), **Ladder Slide Animation** (looped while sliding down), **Ladder From Top Animation** | | Hanging | **Hang Animation** (a cycle), **Hang Free Animation** (nothing under the feet), **Grab Ledge Animation** (in the air), **Grab Ledge From Ground Animation**, **Drop To Ledge Animation**, **Climb From Hang Animation**, **Hang Corner Animation**, **Hang Jump Up / Left / Right Animation** | | Slide | **Slide Animation** | | Wall run and kick | **Wall Run Left Animation**, **Wall Run Right Animation** (cycles), **Wall Kick Animation** | | Zipline and rope | **Zipline Animation**, **Rope Animation** (cycles) | | Co-op | **Help Boost Animation**, **Help Reach Down Animation** (cycles), **Help Boost Push Animation**, **Help Pull Animation**, **Boosted Animation** | What each slot's fields do (start, end, speed, slot, root motion and rotation, turn share, path timing): see [Animation](../animation/). ## CMC only | Setting | Default | What it does | |---|---|---| | Server Reach Tolerance | 30 | Extra reach, in cm, when the server checks a traversal the owner asked for. On a bad connection the server can be a move or two behind the owner when the request arrives | | Traversal Custom Mode | 100 | First of the custom movement modes used, one per kind in the order of `ETRCTraversal`: vault 100, mantle 101, climb 102, ladder 103 and so on to the rope at 115; each animation variant adds 16. Move it if your own custom modes use these numbers |