character-controllerlisted
Install: claude install-skill Firzus/agent-skills
# Character Controller
Build the physical execution layer for a networked Unreal character. Keep Mover
as the guarded simulation and the only displacement writer. Let input, traversal,
combat, targeting, camera, and animation communicate through replay-safe data;
never let them move the pawn directly.
## Non-negotiable stance
- Use the installed character-specialized Mover implementation
(`UCharacterMoverComponent` where verified) on the kinematic Network Prediction
backend.
- Do not implement or propose a Character Movement Component fallback. If the
installed Mover capabilities are insufficient, stop the `build` branch and
report the missing capability.
- Keep simulation-critical code and Input/Sync/Aux data in native C++. Use
Blueprints for authoring, tuning, and assembly.
- Make the controller dedicated-server capable. Validate standalone, listen
server, dedicated server, autonomous proxies, and simulated proxies.
- Preserve one displacement authority: modes, layered moves, modifiers, and
instant effects all resolve through Mover.
- Treat every simulation tick as replayable. Read no raw device, camera, target,
GAS, external discovery/policy query, or mutable gameplay state during
resimulation. Allow only the Mover-owned collision/contact queries required to
execute the captured command.
- Treat Epic examples and public game behavior as references, not shipping code
or evidence of another game's internal architecture.
- Treat Mover maturity and API