Movement Mechanics (Unreal Tournament)
(Preliminary.) Moving The most basic movement options available to a player. Input | Trigger | Action | Description --------- | ------- | ------------- | -------------------------------------------...
(Preliminary.)
Moving
The most basic movement options available to a player.
Input | Trigger | Action | Description
--------- | ------- | ------------- | -----------------------------------------------------------------------
W | Hold | Move Forward | Holding forward for a short time activates Sprinting.
S | Hold | Move Backward |
A | Hold | Strafe Left |
D | Hold | Strafe Right |
Space Bar | Tap | Jump | The character changes from walking mode to falling mode until it lands.
Shift, C | Hold | Crouch |
Sprinting
After moving forward for a short amount of time, the character automatically starts sprinting, increasing the forward movement speed until the player changes direction.
Dodging
Dodging is a quick directional leap with a sudden deceleration on landing.
Input | Trigger | Action | Remarks
----- | ---------- | -------------- | -----------------------------------------------------------------------------------
W | Double Tap | Dodge Forward | Tap the Crouch input before landing to trigger a Dodge Roll shortly before landing.
S | Double Tap | Dodge Backward |
A | Double Tap | Dodge Left |
D | Double Tap | Dodge Right |
V | Tap | Dodge | Immediately dodge in the direction the camera is facing.
Dodge Roll
Players can perform a roll after landing from a dodge by activating the dodge roll input (Shift, C) before landing.
Wall Dodging
Players can dodge off walls while in the air by performing a dodge move away from the wall or other vertical structure.
Jump Boots
Double tap jump to get a boosted vertical jump while wearing the jump boots (powerup).
Wall Slide
Hug a wall and hold the Crouch (Shift, C) input to slide down the wall.
Movement Modes
Physics | Action
---------------------- | ---------------------------------------------------------------------------------------------------------------------------
Walking | The character moves at Running Speed.
Walking (Crouched) | The character moves at Crouching Speed.
Walking (Sprinting) | The character moves at Sprinting Speed.
Walking (Rolling) |
Walking (Sliding) |
Falling | The character moves at Air Control Speed while in the air.
Falling (Dodging) | The character moves at Dodging Speed in the dodge direction and may slightly tweak movement based on the Air Control Speed.
Falling (Wall Sliding) |
Swimming | The character moves between [Running Speed, Max Swim Speed] (?).
General Movement Factors
Concept | Description
--------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------
Running Speed | In the past it has been the same forward/back/strafing.
Acceleration | How fast you change direction when moving.
Air Control | How much you can affect the direction of your movement while in the air.
Jump Height |
Gravity | Affects how floaty the game feels. With higher gravity, even if the jump impulse is modified to result in the same jump height, you’ll spend less time in the air.
Dodging | Fast low jump in any of the 4 cardinal movement directions, with a sudden deceleration on landing.
Double Jump | Past titles only allowed the double jump to occur at the apex of the jump. UT2004 allowed double jump during dodge, UT3 did not.
Wall Dodge | Ability to perform a dodge while in the air away from a nearby vertical surface.
Impact/Rocket Jumping | Ability to jump extra high by jumping while point impact hammer down or using other splash/impulse providing weapon at cost of some health.
Team Boosting | Ability to provide impact/rocket jumping benefits to teammates, who take no damage in normal team games.