Installation in a C++ project
Discover how to integrate the plugin into an existing C++ project.
Last updated
Discover how to integrate the plugin into an existing C++ project.
Last updated
To get started, visit the plugin page using this and then click the Add to My Library
button to add it to your library.
Open the Epic Games Launcher. In the Unreal Engine section, go to the Library and click the button next to the title Fab Library
to refresh the library. The plugin should then appear.
Once this is done, start the project in which you want to use the plugin. In this project, go to Edit -> Plugins
to open the plugin browser.
Once the plugins window is open, use the search bar to find Advanced Movement System
. If the plugin does not appear, restarting the engine may resolve the issue, so feel free to try again. Check the box to the left of the plugin icon, then press the "Restart Now" button in the bottom right corner.
The plugin uses a custom character (AMS_Character
) that provides additional features designed to work seamlessly with the custom CharacterMovementComponent (AMS_CharacterMovementComponent
).
We will explore configuring a character from an existing one. If you prefer to create a character from scratch, follow the same process as with a Character
, using AMS_Character
instead.
To open your character's class, you can double-click on it or access it directly from Visual Studio.
A) In the .h file of your character, replace the inclusion of the Character
class with that of the plugin: change #include "GameFramework/Character.h"
to #include "AMS_Character.h
".
B) Also, change the inheritance from ACharacter
to AAMS_Character
to access all the features of the character class provided by the plugin.
Once the includes are correct and you have access to the features of the character class provided by the plugin, we will test that everything works as expected by adding a very basic method for movement. To do this, go to your character's .cpp file and replace the code in the Move
method with the one shown in the image below.
Compile the project!
It’s almost finished! Now, go to your character's Blueprint. Click on the CharacterMovement in the Components tab to access its settings. In the Details tab, change the default class in the Component class
field to AMS_CharacterMovementComponent
.
If you're using the Third Person template, make sure the OrientRotationToMovement
property is checked.
Everything is now set up, and your character should move as before. You are now ready!