Your Character Movement Is Outdated — Here’s How Lyra Does It (UE5 Tutorial) | Episode 71

Опубликовано: 26 Апрель 2026
на канале: Unreal Shinobi
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In Episode 71, we build a custom Character Movement Component inspired by the powerful movement system inside Lyra — Unreal Engine’s official sample game.

Lyra’s movement architecture is one of the cleanest and most scalable approaches to building modern AAA locomotion. In this episode, you’ll learn how to design your own version from scratch — separating movement logic from the Character Blueprint, updating velocity, handling rotation, defining movement states, and preparing your game for future systems like sprinting, dashing, strafing, orientation warping, and advanced locomotion.

By the end of the video, you’ll have a fully modular, easy-to-upgrade movement component — the same style used in professional Unreal Engine projects.

Perfect for developers building Soulslike games, shooters, open-world RPGs, or animation-heavy action titles.

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📌 Missed the Previous Episode? Watch the Full Playlist Here:

👉 Master Unreal Series -    • How to make your first game in Unreal engi...  

👉 Master Level Design Series -    • Master Level Design with Blender & Unreal  

⏱️ Chapter Breakdown - Will be uploaded soon
0:00 – Intro: What We’re Building (Lyra-Inspired Movement System)
1:05 – Planning the Movement Architecture Strategy
2:10 – Core Components That Will Stay With Your Character Forever
2:25 – AAA Games: Handling Complex Movement Combinations
3:12 – How to Support New Gameplay & Movement Variations Easily
3:30 – Controller Possession: Handling Multiple Character Types
3:45 – Why a Pawn Component Should Handle Gameplay Mechanics
4:20 – Actor Component vs Pawn Component (Which To Use?)
4:30 – Why Vehicles Are Pawns, Not Actors — Important Concept
4:50 – Finalizing the Movement & Control Flow Architecture
5:40 – Understanding: You Are the Player Controller, Not the Player
5:50 – How This Architecture Enables Massive Scalability
6:15 – Using the Modular Gameplay Plugin for Future-Proof Systems
6:45 – Creating a Base Character Class in C++
8:00 – Deriving Your Custom Player Character Class
8:48 – Creating the Character Movement Component (CMC)
9:20 – Adding & Activating the Custom CMC in Your Character
11:45 – Movement Gaits: Creating Gait Enums
12:25 – Why Gait Order = Gameplay Priority
13:35 – Managing Current & Desired Gait in the CMC
15:40 – Integrating the Movement Component With the Character
16:45 – Struct Setup for Gait Parameters
17:15 – Storing Gait Settings in the CMC
18:15 – Function to Apply Movement Gait Parameters
20:33 – Testing the CMC Integration
20:40 – Creating the Pawn Gameplay Component for Input Handling
21:10 – Input Action Handlers Explained
22:25 – Variables to Validate Desired Gait From Input Actions
23:30 – Function That Chooses Which Gait to Apply
23:55 – Move Input Function (Movement Direction Logic)
26:30 – Run Input Function
28:25 – Crouch Input Function
28:50 – Toggle Crouch State Function
29:00 – Updating Final Gait Value
31:10 – How Gait Priority Is Calculated
33:15 – When & How to Update Desired Gait Inside the CMC
34:00 – Integrating Pawn Gameplay Component With Input Actions
37:40 – Final Preview: Lyra-Quality Movement in Action
38:35 – What’s Next in the Lyra System Series