Mover 与GAS 配合使用

Mover和GAS目前是两个独立的系统。但它们都有属于自己的网络预测、输入机制。 而目前官方提供的资源中,只有泰坦项目充分展示了GAS和Mover如何搭配使用。 本文分析泰坦项目中的一些运动行为是如何通过GAS和Mover配合实现的,供你参考。

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Created: May 11, 2025Updated: Apr 14, 2026

Table of contents

Introduction

Mover and GAS are currently two independent systems. However, they both have their own network prediction and input mechanisms.

Currently, among the resources provided by the official, only the Titan project fully demonstrates how GAS and Mover can be used together.

Titan Project Analysis

This article analyzes how some movement behaviors in the Titan project are achieved through the collaboration of GAS and Mover for your reference.

Attributes

Titan does not use GameplayAttribute in the attributes section.

Input

DA configuration uses InputAction->Tag mapping, and in the InputAction callback, the corresponding Tag is found using Action as the Key, which is then sent as GameplayEvent to ASC.

EventTag is the input Tag, and InstigatorTags contain the type of input: pressed, in progress, or released.

Aiming

Aim is implemented as a passive LocalOnly skill and listens for input events.

Jumping

GA_Sprint is a LocalOnly Ability, just

avoiding the use of CharacterMoverComponent.

The Mover plugin has built-in CharacterMoverComponent and encapsulates Crouch (through StanceModifier) and Jump behaviors. This class attempts to replace the capabilities originally possessed by the Character class. However, other code in the Mover plugin does not make extensive references to CharacterMovementComponent and StanceModifier.

Therefore, I recommend avoiding the use of CharacterMoverComponent and instead using a more pure MoverComponent.

Then, other behaviors such as Jump and Crouch are implemented using GAS.

Using GAS to proxy the input layer of MoverComponent.

Mover's default MovementSet (Walking, Falling,)

In addition to the basic controls encapsulated by CharacterDefaultInputs.