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Configure cover behavior

All cover settings are on the pawn's cover component. Open the pawn Blueprint (SandboxCharacter_Mover or SandboxCharacter_CMC), select AC_CoverSystem in the Components panel, and use the Details panel under GASPALS > Cover. The full list is in the Cover reference.

Change both pawns

The two sample pawns each have their own cover component. When you change a setting on one, change it on the other, or the Mover and CMC pawns will behave differently. The child pawn SandboxCharacter_Mover_Ragdoll inherits the Mover pawn's values except where it overrides them.

Recipes

Sticky cover only (button to take cover)

Walking into walls no longer takes cover; only the cover button does.

Setting Value
Enable Auto Cover off
Enable Sticky Cover on

Automatic cover only (no button)

Setting Value
Enable Auto Cover on
Enable Sticky Cover off

The cover button does nothing, the crosshair does not highlight cover, and there are no cover runs or corner turns.

Cover only while crouching

Setting Value
Engage Rule WhileCrouched

Keep a gap to the wall

The character rests touching the wall by default. To leave a gap (for bulky characters or poses that clip):

Setting Value
Wall Distance Stand Auto / Stand Sticky / Crouch Auto / Crouch Sticky Gap in cm between the capsule and the wall, per case.
Cover Hold Distance Keep it larger than the largest gap plus the capsule radius (about 30 cm on the Mover pawn, 40 cm on the CMC pawn), or cover drops.

Choose how the character faces

Four settings, one per case, each FaceWall, ShoulderToWall or BackToWall:

Setting Class default
Facing Stand Auto ShoulderToWall
Facing Stand Sticky BackToWall
Facing Crouch Auto FaceWall
Facing Crouch Sticky ShoulderToWall

With FaceWall, Character Rotation Right Shoulder and Left Shoulder (25 and -25 degrees) turn the character toward the camera side.

Make cover harder or easier to leave

Setting Effect
Cover Exit Input Dot How directly the input must point away from the wall (0.7 is more than 45 degrees away). Lower leaves more easily.
Cover Exit Delay Seconds of pushing away before soft cover is released.
Sticky Exit Input Dot / Sticky Exit Delay The same for sticky cover (0.9 and 0.35 s: deliberate).
Sticky Tap Time A cover button press shorter than this leaves sticky cover.

Snap to cover from farther away

Setting Effect
Sticky Cover Reach How far along the camera the cover button finds a wall (250 cm).
Cover Run Range Up to where the button runs to cover (1500 cm).
Cover Enter Distance How far soft cover reaches when walking into a wall (80 cm).

Tune the cover run arrival

The run slows down before it snaps into cover. If the character overshoots or slides along the wall, lower Cover Run Brake Decel below what the pawn can brake, or raise Cover Run Arrive Distance. Cover Run Arrive Speed is the speed at the snap.

Aim from cover

Goal Setting
Aiming always leaves cover Enable Cover Aim off
Step out to edges even when standing over low cover Cover Aim Keep Standing off
Fewer pose switches Raise Cover Aim Min Pose Time, Cover Aim Blocked Delay and Cover Aim Return Delay
Tall or short characters Cover Aim Muzzle Height Stand (145) and Crouch (95): muzzle height above the capsule bottom
Thick walls Cover Aim Cover Depth: hits this deep behind the cover face count as the cover itself
See what it does Cover Aim Debug prints every pose change and draws the target

Pose lowering

Setting Effect
Cover Lower Max Stand / Max Crouch The most the pelvis is lowered, in cm (10 and 15). 0 turns lowering off.
Cover Lower Head Clearance How far under the cover top the head should end up (5 cm).

First person

Setting Options
First Person Sticky Cover SwitchToThirdPerson (default) or Disabled
First Person Auto Cover MovementOnly (default) or Disabled

Movement speeds in cover

On the Mover pawn, cover movement speeds are part of the Cover movement mode (BP_MovementMode_Cover: walk 150, run and sprint 250 cm/s). On the CMC pawn they come from the pawn's speed settings for the walk gait.

Turning cover off

Turn off Enable Cover on the component. Everything else stays in place, so you can turn it back on per pawn or at runtime.