What problem does it solve? Unreal Engine's experimental Mover plugin replaces the CharacterMovementComponent with a modular, rollback-networked movement simulation, but its data-driven architecture (input commands, sync states, movement modes, layered moves) is unfamiliar and easy to misuse. This Skill guides you through building Mover-based pawns correctly, avoiding common pitfalls like direct actor mutation, broken prediction, and mode registration errors. ## Core Features & Use Cases - Mover Pawn Setup: Create a pawn with UCharacterMoverComponent, wire Enhanced Input into ProduceInput via IMoverInputProducerInterface, and author FCharacterDefaultInputs. - Custom Movement Modes & Layered Moves: Author custom modes (glide, wall-run), transitions, movement modifiers (crouch/stance), layered moves (dash, launch, knockback), and instant movement effects (teleport, velocity). - Networking & Migration: Choose between Network Prediction, Chaos physics, and Standalone backends, add custom replicated state, and migrate CMC characters using the included cheat sheet. - Use Case: You are building a networked character in UE 5.8 and need a dash ability that survives server rollback. Use this Skill to queue an FLayeredMove_LinearVelocity instead of setting velocity directly, keeping prediction and reconciliation intact. ## Quick Start Use the mover-movement-system skill to create a Mover-based pawn with walking, falling, and a custom gliding movement mode.