Gameplay Features

Advanced Riding Locomotion System (Riding System)

A component-based riding framework for Unreal Engine handling ground and flight movement, mounting, and swim behavior through configurable blendspaces.

Advanced Riding Locomotion System (Riding System)Gameplay Features

Resource overview

A mounted character needs to switch from on-foot locomotion to creature-backed movement without interrupting the flow of gameplay. The Advanced Riding Locomotion System handles that handoff through generic components rather than packaged character art. It ships without models or animations, so teams bring their own creature rigs and motion sets into a framework already wired for ground traversal, flight, swimming, and possession transitions.

Generic Components Structured Through External Animation Sets

The asset is deliberately stripped of visual content. Every model and animation clip used in a project must come from a separate source. The core requirement listed is Horse Animset, which supplies the motion data the system reads from. This separation lets the components stay flexible: a team can pair the riding logic with any compatible horse rig they already own or plan to acquire, then drive the playback through BlendSpaces the system reads.

For wyvern-based flight scenarios, the required asset shifts to Irval the Wyvern. The system itself demonstrates its range by supporting both grounded horse travel and aerial wyvern riding through the same component architecture, adjusting movement mode rather than swapping to a different technical approach for each creature type.

Animal Movement: Ground and Flight Through BlendSpaces

The Animal Movement component reads a BlendSpace provided by the developer and plays different animations based on the creature's current speed. This means the visual selection of gaits—walk, trot, gallop, or flight strides—happens automatically once the BlendSpace is connected. Speed and rotation values are configurable, letting designers tune how sharply a horse turns at a canter or how quickly a wyvern banks during flight without touching the animation logic itself.

The component supports both ground and fly movement modes. Switching between them lets a creature transition from running across terrain to taking to the air, a behavior demonstrated in the Irval the Wyvern showcase. Version 1.5 added swimming support, broadening the movement states beyond solid ground and open sky to include water traversal.

Mount and Riding Component: Possession and Camera Transitions

The Mount and Riding component governs the act of getting onto and controlling a creature. It handles the riding setup so that once a character is mounted, control shifts cleanly to the creature's movement model. A specific feature called out is smooth camera transition during possession. This is noted as useful within the Advanced Locomotion System (ALS), meaning the camera blend is designed to integrate with ALS rather than fighting its existing camera behavior.

Version 1.5 introduced Cmpt_Horse and Cmpt_HorseRider components. These were added to ease integration, giving developers structured entry points for connecting a Horse Actor and a Rider Actor without building the linkage from scratch. The components encapsulate the setup so that the connection between mount and rider is defined through the component system rather than through ad-hoc Blueprint wiring.

Tutorial Coverage Across Project Types

The system is documented through a set of video tutorials that map to different project scales and starting points. A seed project tutorial covers UE4 and UE5. A UE5 skeleton tutorial addresses the newer engine version specifically. For teams building on the Advanced Locomotion System V4, a dedicated tutorial covers integration across both UE4 and UE5.

For survival-oriented gameplay, the EasySurvival RPG tutorials cover both standalone and multiplayer implementations in UE4 and UE5. This pairing matters because the riding system's component approach is meant to drop into existing character frameworks rather than replace them. The tutorials demonstrate how to connect the riding components to locomotion setups that already define the player's on-foot behavior.

UE4 and UE5: Animation Blueprint Template Differences

Unreal Engine 4 and Unreal Engine 5 handle certain animation linkage mechanics differently, and the riding system accounts for this. The difference stems from UE5's use of Animation Blueprint Templates. The project tutorials reference this distinction, and the documentation points to the official Unreal Engine 5 material on Animation Blueprint linking for the underlying technical context.

The UE4 version of the system is distributed through the developer's Discord rather than the marketplace. Teams targeting UE4 specifically need to retrieve it through that channel. Version 1.5.1, released on December 18, 2022, fixed a bug that occurred when a client joined a session, addressing a networked multiplayer scenario relevant to the EasySurvival RPG multiplayer tutorials.

Pegasus, Wyverns, and the Broader Creature Scope

While the system is named around horse riding, its demonstrated use cases extend to winged creatures. The Horse Riding and Pegasus showcase and the Irval the Wyvern showcase both appear in the project materials. These demonstrations indicate that the Mount and Riding component and the Animal Movement component are not locked to quadruped ground movement. The flight support in the Animal Movement component, combined with the BlendSpace-driven speed-based animation playback, lets a team apply the same mounting and riding logic to a flying creature provided the animation set supports the movement states the system expects.

The older Horse Riding System Example Project at version 1.4.3 is flagged as not recommended. Teams starting fresh are directed toward the newer version 1.5 track and its accompanying tutorials. The example project formally required Horse Animset as well, reinforcing that the animation dependency is consistent across both the current and legacy offerings.

Compatibility and Integration Points

The riding system is compatible with Advanced Locomotion Component v2.4. This alignment matters because the smooth camera transition during possession is specifically called out as a feature for use within ALS. Teams already running ALS for their player character movement can treat the riding system as an extension that activates when the player mounts a creature, then deactivates when they dismount.

The tag set associated with the system—Mount, Component, Rider, Ride, Actor, Archery, process, Dragon, Blueprint, Horse—reflects the intended scope. Archery suggests mounted combat scenarios where a rider needs to aim and fire from a moving creature. Dragon and Horse together signal that the framework is built to accommodate both fantastical flying mounts and realistic equine traversal under the same component roof.

For teams evaluating this asset: it provides the mounting logic, movement state management, and BlendSpace-driven animation selection for rideable creatures, while requiring that teams supply the creatures and their animations themselves. The integration path runs through ALS-compatible components and a tutorial set covering seed projects, skeleton setups, and survival RPG multiplayer implementations.

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