Known limitations¶
By design¶
- Blueprint only. No C++ module. Everything can be changed in the editor; nothing needs compiling to run in the editor.
- One animation skeleton. All animation, overlays, montages and Control Rigs are authored on the UEFN mannequin. Other characters are shown through runtime retargeting (about 0.16 ms per character).
- Mover is experimental in Unreal Engine 5.8. The Mover pawns may need changes with future engine versions.
- Pawn features differ slightly: slide and the physics-driven ragdoll, takedowns and shoves are Mover-only; the simple ragdoll toggle is CMC-only.
- Demo framework.
GM_Sandbox,PC_Sandbox, the menus and the editor widgets are a demo setup, meant to be replaced or extended by your game.
Systems¶
| System | Limitation |
|---|---|
| Cover | No peek (lean out without aiming). Pose lowering expects UEFN bone names. Cover runs need a navmesh to avoid obstacles. Small corrections at sticky edge stops on the CMC pawn in multiplayer. |
| First person | TrueFirstPerson weapons can clip into walls and lag one frame. Split mode's body receives the hidden body's shadow. Only rifle, pistol and bow have first-person poses. |
| Overlay | Stances and item poses share one layer, so they cannot combine. Overlay changes are instant (no transition animation). |
| Equipment | Menus change global time dilation (the whole world slows down while one is open). Torch, binoculars, box and barrel have no first-person pose. |
| Camera | New styles or modes need chooser rows. Offsets apply in third person only; in first person the camera follows the head, so it lowers when crouching without an offset. |
| Traversal | Only the Traversable channel counts. Obstacles under 70 cm wide are jumped. |
| Input | Some actions have no gamepad binding. The Mover debug flying toggle is on Z (keyboard only). |
Known issues¶
These are open in the current version:
- Starting overlay pose: an Overlay Pose set on the pawn's overlay component is replaced at spawn, because the equipment system initializes after the overlay system and links the equipment's pose last (Unequip uses the Default pose). Pick overlays through the menu or
Select|NewOverlayPoseafter the pawn has spawned. - Unused animation:
OverlaySystem/Transitions/Stand_Transitionis kept in the plugin but nothing plays it.