0
km/h
0
cm/s | arc
-
wipeouts
0
| top
0
km/h
ROLLING
W
stride
A/D
steer
Shift
tuck
Space
T-stop
E
eat it
R
reset
Skate feel, pre-tune
Tune it here, then type the numbers into the Blueprint. 1 unit = 1 cm = 1 UE unit, so everything transfers directly.
Presets
Rec / group roll
Speed skate
Too slippery
UE defaults (bad)
Try "UE defaults" once to feel why CharacterMovementComponent out of the box is not skating.
Push and top speed
Stride accel
UE: Max Acceleration
Cruise top speed
UE: Max Walk Speed. Casual roll is ~420, group pace ~700, sprint ~970.
Tuck top speed
Roll and grip
Rolling resistance
UE: Ground Friction. The single most important number. Engine default is 8.0, which is glue. Skating lives near 0.2.
Edge grip (lateral)
Custom, not a stock CMC setting. How hard sideways velocity gets killed. Low = washing out, high = on rails.
Steering
Turn rate, standstill
Speed that halves your turn
Lower = arcs open up fast as you gain speed. This is what makes speed scary.
Tuck turn penalty
T-stop / powerslide
Brake decel
Brake yaw swing
How far the body swings sideways while braking. This is the bit that reads as a real T-stop.
Crash
Wipeout speed threshold
Recovery time
Export to Unreal
Copy values for the Blueprint
Download turn-rate curve as CSV
Import the CSV in UE as a Float Curve to get CV_TurnRateBySpeed.