Copy the Content folder from the extracted archive folder
Go to your newly created project folder (the one containing the .uproject file)
Paste the Content folder you have copied in this folder
Open the newly created project
Go to AuroraDevs_RVM/Blueprints/Character/ and open BP_ThirdPersonCharacter
Click on BP_ParkourComponent in the Components Tab
In the Details panel, scroll down until Mantling Low Animation Settings category and replace the animation montage with ALS_N_Mantle_1m_RH_Montage
Scroll down until Mantling High Animation Settings category and replace the animation montage with ALS_N_Mantle_2m_Montage
The ALS montages are retargeted to our UE4 Manny skeleton. Our UE5 Manny can use these montages since the skeletons are compatible. If you’re using a different skeleton, you may need to retarget these montages.
Use the following settings (You can tweak them if you feel the need)
How do I attach the character to a moving obstacle while vaulting/mantling on that obstacle?
Open BP_ParkourComponent
Double-click on the Vaulting/Mantling event graph
Scroll down until you find the Attach/Detach events
Re-plug those events to their functions
❗ Keep in mind that this is a Work in Progress which may not work as expected for the time being.
How do I vault/mantle with the jump button?
Use the following code and make sure to have bMantleIfVaultFails set to true
Why is my character jittery during vaulting/mantling/sliding
p.NetShowCorrections shows Server correcting Client position on Tick?
Go to your character blueprint
Select the BP_ParkourComponent in your character’s components
Try either disabling or enabling bIgnoreClientErrors
bIgnoreClientErrors: If true, we should ignore server location difference checks for client error on this movement component. This can be useful when character is jittery during vaulting/mantling/sliding.
What’s the difference between RVM and RTS?
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.