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Replicated Traversal System

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FAQ

What’s the difference between this and RVM?

Our new Replicated Traversal System offers broader, customizable traversal actions (hurdling, vaulting, mantling, gap jumping) and smooth animation adjustments using UE5's motion warping, compared to RVM’s linear interpolation system.
Both plugins are customizable, plug-and-play, fully replicated, and optimized, but the new plugin features dynamic traversal detection and utilizes motion warping and chooser tables, with AAA animations, making it more versatile and responsive.
Furthermore, RTS is only available with UE5.4 versions and beyond while RVM is available for UE4 and UE5 and remains a cost-effective alternative.

How is this different than the Game Animation Sample?

RTS is fully replicated.
It doesn't depend on motion matching.
It doesn't require you to create blueprints for the obstacles you can traverse.
It detects dimensions dynamically using our own system.
it has Gap Jumps as well as vaulting and mantling.
It allows you to mantle in mid-air.
It supports custom gravity.
Its animations are fully rigged to the UE5 Manny.

Is it compatible with custom gravity?

Yes, RTS is compatible with UE5.4’s custom gravity.

How do I add new traversal types?

Add new ETraversalType under AuroraDevs_RTS/Blueprints/Data/Enums ​
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Add a new Nested Chooser Row in the CT_Traversal chooser table ​
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Set the enum type for this nested chooser to the newly added enum item.
Press Edit next to the new nested chooser.
Add an Asset row for each new animation montage for this traversal. ​
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Add a column for each selection criteria for the animations. The criteria exist in the FTraversalChooserParams struct and the current criteria are:
Obstacle Height.
Obstacle Length.
Ground Speed.
bFalling.
bRightFoot.
Setup the animations and their selection criteria in the table.
Open the BP_TraversalComponent .
Open the function DetermineTraversalType and add a branch where it seems logical which determines when the new traversal type should be selected depending on the ObstacleProperties input. ​
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Open the function CompleteTraversal and make sure the select node selects the correct EMovementMode that should be applied at the end of the new traversal type.

How do I setup new animations?

RTS uses Motion Warping so Root-motion is a must. Furthermore, all our animations animate a bone called interaction which is present by default in the UE5 Skeleton. This bone is used by MotionWarping to adjust the character’s position during traversal and avoid clipping through the obstacle. This bone is animated and placed where the character’s hands/feet would be placed during the animation in world space.
Import animations into Unreal.
Enable root-motion.
Create a montage from your animation.
Add MotionWarping notifies (ApexNear for Mantles, ApexFar for GapJumps, ApexNear+ApexFar for Vaulting, and ApexNear+ApexFar+Landing for Hurdling).
Add an EarlyBlendOut anim notify at the end and setup the blend out condition.
Add your animation into your chooser table with the corresponding conditions.

How do I do traversal with the jump button?

Use the following code.
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