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

Try "UE defaults" once to feel why CharacterMovementComponent out of the box is not skating.

Push and top speed

UE: Max Acceleration
UE: Max Walk Speed. Casual roll is ~420, group pace ~700, sprint ~970.

Roll and grip

UE: Ground Friction. The single most important number. Engine default is 8.0, which is glue. Skating lives near 0.2.
Custom, not a stock CMC setting. How hard sideways velocity gets killed. Low = washing out, high = on rails.

Steering

Lower = arcs open up fast as you gain speed. This is what makes speed scary.

T-stop / powerslide

How far the body swings sideways while braking. This is the bit that reads as a real T-stop.

Crash

Export to Unreal


  
Import the CSV in UE as a Float Curve to get CV_TurnRateBySpeed.