"bfd66884dff805e9"{"id":"1001032","slug":"action-adventure-movement-system","title":"Action-Adventure Movement System","category":"Gameplay Features","engine":"5.3+","assetVersion":"Asset Version: 1.3.3","engineVersion":"Engine Version: 5.3+","tag":"Gameplay Features","accent":"cyan","visual":"mech","summary":"A 100% Blueprint Unreal Engine framework with 475+ animations covering parkour, climbing, swimming, grappling, ropes, rail grinding, interactions, and multiplay","platform":"Unreal Engine","publishedAt":"2026-08-23T13:56:31.671Z","updatedAt":"2026-08-23T13:56:31.671Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Asset Version: 1.3.3","Engine Version: 5.3+"],"featuredImage":{"alt":"Action-Adventure Movement System","src":"/wp-content/uploads/published/2026/08/f6ca4747d539-f55a9c3a-5939-4fc7-b9c9-20258a3197bf-86a0ba7a37.webp"},"hasDownloadLink":true,"pageviews":0,"terms":[{"taxonomy":"category","slug":"gameplay-features","name":"Gameplay Features"}],"galleryImages":[{"src":"/wp-content/uploads/published/2026/08/aba459f789e2-26e846fe-b8e1-4d05-b435-49e859907467-9fb202c841.webp","alt":"Action-Adventure Movement System"},{"src":"/wp-content/uploads/published/2026/08/d5e4c951b50a-2a806f59-a8da-4825-9532-a53315fd0469-d86a2617f0.webp","alt":"Action-Adventure Movement System"},{"src":"/wp-content/uploads/published/2026/08/c7c59588e868-16165688-bd76-4c3d-86cf-4731cde193fd-c9cf6ef4a7.webp","alt":"Action-Adventure Movement System"},{"src":"/wp-content/uploads/published/2026/08/eb9202736ac6-c9e791f7-6158-4a74-a4cb-e6575193f6be-ddd9b488d9.webp","alt":"Action-Adventure Movement System"},{"src":"/wp-content/uploads/published/2026/08/7e87345a930d-0e349619-556f-48fd-9348-c446798b3e96-4414d44cec.webp","alt":"Action-Adventure Movement System"}],"accessPanel":{"kind":"resource","title":"Download this resource","eyebrow":"Free Download","message":"Log in or create a free account to start your download.","fileName":"ActionAdventureMovement.7z","safetyNote":"Resources are manually reviewed before listing to improve quality and reduce obvious risks.","actionLabel":"Download Free","resourceType":"Resource archive","sourceShortcode":"cryptomus_member"},"contentHtml":"\u003cp\u003eA modern action-adventure game asks a lot from its character controller. The player expects to sprint across a rooftop, vault a wall, mantle onto a ledge, climb around an exposed corner, dive into water, surface, grab a rope, swing, then grind a rail – all without the character feeling like a different puppet in each state. The Action-Adventure Movement System (AAMS V2) is a 100% Blueprint gameplay foundation for Unreal Engine that pulls those mechanics into one framework. Movement, parkour, climbing, swimming, grappling, ropes, rail grinding, environmental interactions, multiplayer replication, and 475+ animations are designed to work together rather than as separate purchases that need hours of glue work.\u003c/p\u003e\u003ch2\u003eA connected base instead of a pile of separate systems\u003c/h2\u003e\u003cp\u003eBuying separate packs for locomotion, parkour, climbing, swimming, grappling, ropes, rails, interactions, animations, and multiplayer can turn into an integration project of its own. AAMS V2 was built so those mechanics already share the same gameplay foundation. Use the complete system as the foundation of a new project, or integrate individual features into your existing character. The framework is aimed at action-adventure games, RPGs, ARPGs, platformers, and open-world titles, and it supports both third-person and first-person perspectives from the start.\u003c/p\u003e\u003ch2\u003eTraversal toolkit: movement, ledges, ropes, rails, and water\u003c/h2\u003e\u003cp\u003eThe movement and parkour layer covers the standard vocabulary: walk, jog, sprint, crouch, dash, jump, double jump, vault, mantle, wall run, wall slide, wall jump, slope slide, free fall, landing rolls, hard landings, and fall damage. Ledge climbing goes further with free hang, braced hang, ledge movement, ledge-to-ledge jumps, eight-direction climbing jumps, inside and outside corners, mantle transitions, climbing vaults, and drop/grab transitions. That allows a character to work around corners, choose jump directions off a ledge, and transition into climbing without losing forward momentum.\u003c/p\u003e\u003cp\u003eEnvironmental traversal includes ladders, vine/wall climbing, beam walking and hanging, narrow passages, ziplines, parachute/glider traversal, and moving platforms. Rope and pole systems allow climbing and swinging, building momentum, launching into movement, swinging from horizontal poles, and natural transitions between traversal states. The grappling hook adds integrated grappling traversal with character alignment, example grappling equipment, example UI, and movement support. Rail grinding supports modular grind rails with per-rail speed, meshes, effects, sound, direction changes, player turning, jumping off, and rail-to-rail jumping. Swimming and underwater gameplay covers surface swimming, underwater movement, water entry and exit, swim-to-ledge transitions, breath, drowning support, and underwater gameplay. Rounding out the environmental side are interactions with doors, locked doors, multi-directional doors, levers, buttons, push/pull objects, floating movable objects, gravity-aware objects, and moving platforms, plus puzzle interactions that use those actors.\u003c/p\u003e\u003ch2\u003eAnimation library and the choice between Motion Matching and State Machine\u003c/h2\u003e\u003cp\u003eUnder the traversal logic sits an animation library of more than 475 animations covering locomotion, climbing, traversal, swimming, interactions, and environmental gameplay. The package includes a complete Animation Blueprint, a Motion Matching example for UE5.5+, a traditional State Machine example, Motion Warping, Distance Matching, modular Animation Data Tables, and traversal alignment tools. You can pick Motion Matching or the classic State Machine for locomotion depending on what your project needs. The animation data system also makes it practical to replace the included sets: swap in your own animations, retarget them, and point the Data Tables at the new sets without reworking the core movement code. If you prefer the included library, it is already wired to the movement states, so prototyping can start immediately.\u003c/p\u003e\u003ch2\u003eYour character, your camera, your network layer\u003c/h2\u003e\u003cp\u003eAAMS is based on modular Actor Components, so the included example character is not a cage. You can add AAMS to an existing character, retarget animations, replace animation sets through Data Tables, customize the Animation Blueprint, and integrate only the mechanics your project needs. The \"Add Your Own Character\" tutorial demonstrates that basic integration in under five minutes. The camera system is just as flexible: both third-person and first-person gameplay are supported, and camera behavior can change based on the active movement state. That means you can configure tighter camera angles for climbing or wider framing for combat, and the controller will respond accordingly.\u003c/p\u003e\u003cp\u003eFor multiplayer, the system is fully network replicated, so traversal mechanics are ready for online projects from the start rather than being rebuilt later. That saves a team from buying a single-player system and then spending weeks retrofitting it for replication across clients and server.\u003c/p\u003e\u003ch2\u003eAdjusting values and building on the framework\u003c/h2\u003e\u003cp\u003eMost gameplay values are exposed through Blueprints and Data Tables. Speed, jump height, climbing limits, traversal timing, animations, camera settings, effects, and other behavior can be tuned without touching the underlying system. Because AAMS is 100% Blueprint-based, it is not a black box: developers can modify individual mechanics or build new systems on top of the framework. Example gameplay actors help with level prototyping: swinging hammers, trap doors, moving blocks, launch pads, and physics-based obstacles. The package also includes a surface-based footstep system with footprints for grass, dirt, gravel, stone, snow, wood, water, metal, mud, and more, plus stat/pickup examples, example environments, demo content, documentation, and video tutorials. Tutorials cover Third-Person Project Integration, Freeflow Combat System Integration, Dynamic Combat System (DCS) Integration, and Adding New Interactions, which show how AAMS slots into different production pipelines.\u003c/p\u003e\u003ch2\u003eFit for a real production path\u003c/h2\u003e\u003cp\u003eAAMS V2 carries a 5.0 / 5 rating from 70 Fab ratings and continues to receive new features, improvements, compatibility updates, and support. Recent additions include Motion Matching, Rail Grinding, Grappling, Parachute/Glider traversal, retargeting improvements, animation updates, and additional traversal mechanics. The practical takeaway is simple: if a project needs traversal from simple vaults to underwater gameplay without assembling five packages and forcing them to cooperate, AAMS V2 is a foundation that already pieces the parts together. Spend less time wiring systems together and put that time into the gameplay that makes your project unique.\u003c/p\u003e\n\n\u003ch2\u003eExplore Similar Assets\u003c/h2\u003e\n\u003cul\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/close-combat-swordsman/\" title=\"Close Combat: Swordsman\"\u003eClose Combat: Swordsman\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/close-combat-fighter/\" title=\"Close Combat: Fighter\"\u003eClose Combat: Fighter\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/third-person-story-adventure-template/\" title=\"Third Person Story Adventure Template\"\u003eThird Person Story Adventure Template\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/vhs-project-2-5/\" title=\"VHS Project 2.5\"\u003eVHS Project 2.5\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/asymmetric-multiplayer-horror/\" title=\"Asymmetric Multiplayer Horror\"\u003eAsymmetric Multiplayer Horror\u003c/a\u003e\u003c/li\u003e\n\u003c/ul\u003e","contentTextLength":6904,"navigation":{"current":2,"total":2978,"previous":{"id":"1001033","slug":"game-main-menu-3d-ui-gamepad-common-ui-ultimate","title":"Game Main Menu - 3D UI - Gamepad - Common UI - Ultimate","category":"UI Kits / HUDs","platform":"Unreal Engine","updatedAt":"2026-08-23T14:19:59.018Z"},"next":{"id":"1000282","slug":"black-eye-camera-powerful-procedural-camera-system-for-gameplay-and-cinematics","title":"Black Eye Camera - Powerful Procedural Camera System for Gameplay and Cinematics","category":"Engine Tools","platform":"Unreal Engine","updatedAt":"2026-08-23T13:48:16.467Z"}},"relatedResources":[{"id":"1000803","slug":"close-combat-swordsman","title":"Close Combat: Swordsman","category":"Gameplay Features","engine":"5.0+","assetVersion":"","engineVersion":"Engine Version: 5.0+","tag":"Gameplay Features","accent":"cyan","visual":"mech","summary":"Close Combat: Swordsman builds a combat, movement, leveling, and skill template for action games, RPGs, slashers, and fighting games with melee swordplay system","platform":"Unreal Engine","publishedAt":"2026-07-30T23:17:13.049Z","updatedAt":"2026-07-30T23:17:13.049Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine Version: 5.0+"],"featuredImage":{"alt":"Close Combat: Swordsman","src":"/wp-content/uploads/published/2026/07/538fb59b9a20-d1fddabc-3782-4bdd-83c2-39e1f39f2c83-1d9aab6c4b.webp"},"hasDownloadLink":true,"pageviews":4},{"id":"10677","slug":"close-combat-fighter","title":"Close Combat: Fighter","category":"Gameplay Features","engine":"4.26+,5.0+","assetVersion":"Engine version: 4.26+,5.0+","engineVersion":"4.18","tag":"Gameplay Features","accent":"blue","visual":"animation","summary":"Close Combat: Fighter provides a versatile foundation for developers building action-packed titles. This template includes essential systems for movement, skills, and character progression.","platform":"Unreal Engine","publishedAt":"2026-03-03T15:58:31.000Z","updatedAt":"2026-04-19T15:49:57.000Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine version: 4.26+,5.0+"],"featuredImage":{"alt":"Close Combat: Fighter","src":"https://3dcghub.com/wp-content/uploads/2026/03/4de6eeb7-9df9-4c76-9a99-8058524224ee.webp"},"hasDownloadLink":true,"pageviews":7},{"id":"1000896","slug":"third-person-story-adventure-template","title":"Third Person Story Adventure Template","category":"Gameplay Features","engine":"5.3+","assetVersion":"","engineVersion":"Engine Version: 5.3+","tag":"Gameplay Features","accent":"cyan","visual":"mech","summary":"A complex Unreal Engine template for story-based games with inspection, inventory, journal, and branching NPC dialogue. Includes documentation and a Windows dem","platform":"Unreal Engine","publishedAt":"2026-08-06T04:48:47.283Z","updatedAt":"2026-08-06T04:48:47.283Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine Version: 5.3+"],"featuredImage":{"alt":"Third Person Story Adventure Template","src":"/wp-content/uploads/published/2026/08/a51b66106795-192afb08-86c4-4959-be94-66b22dbe4df1-192ba25f38.webp"},"hasDownloadLink":true,"pageviews":2}]}
Gameplay Features
Action-Adventure Movement System
A 100% Blueprint Unreal Engine framework with 475+ animations covering parkour, climbing, swimming, grappling, ropes, rail grinding, interactions, and multiplay
A modern action-adventure game asks a lot from its character controller. The player expects to sprint across a rooftop, vault a wall, mantle onto a ledge, climb around an exposed corner, dive into water, surface, grab a rope, swing, then grind a rail – all without the character feeling like a different puppet in each state. The Action-Adventure Movement System (AAMS V2) is a 100% Blueprint gameplay foundation for Unreal Engine that pulls those mechanics into one framework. Movement, parkour, climbing, swimming, grappling, ropes, rail grinding, environmental interactions, multiplayer replication, and 475+ animations are designed to work together rather than as separate purchases that need hours of glue work.
A connected base instead of a pile of separate systems
Buying separate packs for locomotion, parkour, climbing, swimming, grappling, ropes, rails, interactions, animations, and multiplayer can turn into an integration project of its own. AAMS V2 was built so those mechanics already share the same gameplay foundation. Use the complete system as the foundation of a new project, or integrate individual features into your existing character. The framework is aimed at action-adventure games, RPGs, ARPGs, platformers, and open-world titles, and it supports both third-person and first-person perspectives from the start.
Traversal toolkit: movement, ledges, ropes, rails, and water
The movement and parkour layer covers the standard vocabulary: walk, jog, sprint, crouch, dash, jump, double jump, vault, mantle, wall run, wall slide, wall jump, slope slide, free fall, landing rolls, hard landings, and fall damage. Ledge climbing goes further with free hang, braced hang, ledge movement, ledge-to-ledge jumps, eight-direction climbing jumps, inside and outside corners, mantle transitions, climbing vaults, and drop/grab transitions. That allows a character to work around corners, choose jump directions off a ledge, and transition into climbing without losing forward momentum.
Environmental traversal includes ladders, vine/wall climbing, beam walking and hanging, narrow passages, ziplines, parachute/glider traversal, and moving platforms. Rope and pole systems allow climbing and swinging, building momentum, launching into movement, swinging from horizontal poles, and natural transitions between traversal states. The grappling hook adds integrated grappling traversal with character alignment, example grappling equipment, example UI, and movement support. Rail grinding supports modular grind rails with per-rail speed, meshes, effects, sound, direction changes, player turning, jumping off, and rail-to-rail jumping. Swimming and underwater gameplay covers surface swimming, underwater movement, water entry and exit, swim-to-ledge transitions, breath, drowning support, and underwater gameplay. Rounding out the environmental side are interactions with doors, locked doors, multi-directional doors, levers, buttons, push/pull objects, floating movable objects, gravity-aware objects, and moving platforms, plus puzzle interactions that use those actors.
Animation library and the choice between Motion Matching and State Machine
Under the traversal logic sits an animation library of more than 475 animations covering locomotion, climbing, traversal, swimming, interactions, and environmental gameplay. The package includes a complete Animation Blueprint, a Motion Matching example for UE5.5+, a traditional State Machine example, Motion Warping, Distance Matching, modular Animation Data Tables, and traversal alignment tools. You can pick Motion Matching or the classic State Machine for locomotion depending on what your project needs. The animation data system also makes it practical to replace the included sets: swap in your own animations, retarget them, and point the Data Tables at the new sets without reworking the core movement code. If you prefer the included library, it is already wired to the movement states, so prototyping can start immediately.
Your character, your camera, your network layer
AAMS is based on modular Actor Components, so the included example character is not a cage. You can add AAMS to an existing character, retarget animations, replace animation sets through Data Tables, customize the Animation Blueprint, and integrate only the mechanics your project needs. The "Add Your Own Character" tutorial demonstrates that basic integration in under five minutes. The camera system is just as flexible: both third-person and first-person gameplay are supported, and camera behavior can change based on the active movement state. That means you can configure tighter camera angles for climbing or wider framing for combat, and the controller will respond accordingly.
For multiplayer, the system is fully network replicated, so traversal mechanics are ready for online projects from the start rather than being rebuilt later. That saves a team from buying a single-player system and then spending weeks retrofitting it for replication across clients and server.
Adjusting values and building on the framework
Most gameplay values are exposed through Blueprints and Data Tables. Speed, jump height, climbing limits, traversal timing, animations, camera settings, effects, and other behavior can be tuned without touching the underlying system. Because AAMS is 100% Blueprint-based, it is not a black box: developers can modify individual mechanics or build new systems on top of the framework. Example gameplay actors help with level prototyping: swinging hammers, trap doors, moving blocks, launch pads, and physics-based obstacles. The package also includes a surface-based footstep system with footprints for grass, dirt, gravel, stone, snow, wood, water, metal, mud, and more, plus stat/pickup examples, example environments, demo content, documentation, and video tutorials. Tutorials cover Third-Person Project Integration, Freeflow Combat System Integration, Dynamic Combat System (DCS) Integration, and Adding New Interactions, which show how AAMS slots into different production pipelines.
Fit for a real production path
AAMS V2 carries a 5.0 / 5 rating from 70 Fab ratings and continues to receive new features, improvements, compatibility updates, and support. Recent additions include Motion Matching, Rail Grinding, Grappling, Parachute/Glider traversal, retargeting improvements, animation updates, and additional traversal mechanics. The practical takeaway is simple: if a project needs traversal from simple vaults to underwater gameplay without assembling five packages and forcing them to cooperate, AAMS V2 is a foundation that already pieces the parts together. Spend less time wiring systems together and put that time into the gameplay that makes your project unique.