Movement Mechanics (Unreal Tournament) - Epic Wiki

# Movement Mechanics (Unreal Tournament)

(Preliminary.)

# Contents

# Moving

The most basic movement options available to a player.

Input

Trigger

Action

Description

W

Hold

Move Forward

Holding forward for a short time activates Sprinting.

S

Hold

Move Backward

A

Hold

Strafe Left

D

Hold

Strafe Right

Space Bar

Tap

Jump

The character changes from walking mode to falling mode until it lands.

Shift, C

Hold

Crouch

# Sprinting

After moving forward for a short amount of time, the character automatically starts sprinting, increasing the forward movement speed until the player changes direction.

# Dodging

Dodging is a quick directional leap with a sudden deceleration on landing.

Input

Trigger

Action

Remarks

W

Double Tap

Dodge Forward

Tap the Crouch input before landing to trigger a Dodge Roll shortly before landing.

S

Double Tap

Dodge Backward

A

Double Tap

Dodge Left

D

Double Tap

Dodge Right

V

Tap

Dodge

Immediately dodge in the direction the camera is facing.

# Dodge Roll

Players can perform a roll after landing from a dodge by activating the dodge roll input (Shift, C) before landing.

# Wall Dodging

Players can dodge off walls while in the air by performing a dodge move away from the wall or other vertical structure.

# Jump Boots

Double tap jump to get a boosted vertical jump while wearing the jump boots (powerup).

# Wall Slide

Hug a wall and hold the Crouch (Shift, C) input to slide down the wall.

# Movement Modes

Physics

Action

Walking

The character moves at Running Speed.

Walking (Crouched)

The character moves at Crouching Speed.

Walking (Sprinting)

The character moves at Sprinting Speed.

Walking (Rolling)

Walking (Sliding)

Falling

The character moves at Air Control Speed while in the air.

Falling (Dodging)

The character moves at Dodging Speed in the dodge direction and may slightly tweak movement based on the Air Control Speed.

Falling (Wall Sliding)

Swimming

The character moves between [Running Speed, Max Swim Speed] (?).

# General Movement Factors

Concept

Description

Running Speed

In the past it has been the same forward/back/strafing.

Acceleration

How fast you change direction when moving.

Air Control

How much you can affect the direction of your movement while in the air.

Jump Height

Gravity

Affects how floaty the game feels. With higher gravity, even if the jump impulse is modified to result in the same jump height, you’ll spend less time in the air.

Dodging

Fast low jump in any of the 4 cardinal movement directions, with a sudden deceleration on landing.

Double Jump

Past titles only allowed the double jump to occur at the apex of the jump. UT2004 allowed double jump during dodge, UT3 did not.

Wall Dodge

Ability to perform a dodge while in the air away from a nearby vertical surface.

Impact/Rocket Jumping

Ability to jump extra high by jumping while point impact hammer down or using other splash/impulse providing weapon at cost of some health.

Team Boosting

Ability to provide impact/rocket jumping benefits to teammates, who take no damage in normal team games.

# Official Forum Threads

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