Getting Started

Hello and welcome! Thank you for using Motion for your project!

If you haven't already, please join the Discord or send an e-mail to support@kia.dev to get your purchase verified which gives you access to the support channels!

In this document I'll guide you through all the steps needed to get Motion up-and-running in your project! Let's begin!


Installing Motion to your Engine

Currently, the following versions of Unreal Engine are supported:

  • Unreal Engine 5.3

Creating a new project

If you already have an Unreal Engine project that does not have any C++ code, I would recommend adding a C++ class to your project so Unreal generates a Visual Studio solution for you. This is likely to be needed when you eventually want to expand Motion to make some changes in C++ code.

To create a new C++ project in Unreal Engine, open the Unreal Engine Editor and select Games -> Blank, and then C++ in the project defaults so it looks as shown below:

Press "Create" and wait for the Unreal Engine Editor to create your project and open it.

Add Motion to your Project

Once the tab opens, type in "MotionCore" in the search bar at the top and enable the "MotionCore" plugin by clicking the small checkbox next the blue logo.

Unreal Engine may prompt you to restart the editor. If prompted, please restart Unreal Engine and open your project again.

Adjusting Near Clip Plane

To ensure that the camera clipping prevention works as intended you have to update your project settings and make sure that "Near Clip Plane" is set to "5.0".

Then type "Near Clip" into the search bar and adjust the value of "Near Clip Plane" to "5.0".

Adding or creating a Motion Character

At this point you have two choices you can make:

  1. Create your own Motion Character. (Advanced; recommended if you'd like a better understanding of Motion's setup)

Optional: Prepare your project for C++ modifications

If you would like to expand on Motion's C++ code, i.e. to expand your own character using UMotionCharacter, you will need to add MotionCore to your project's PublicDependencyModuleNames in order for Motion's code to be visible to your project's code base.

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