// the find
ProjectBorealis/PBCharacterMovement
HL2-style, classic FPS movement for Unreal Engine implemented in C++
A UE5 plugin that ports HL2/Source engine movement mechanics — bunnyhopping, strafe boosting, ramp sliding, ABH — into Unreal's character movement component. Aimed at indie devs making classic FPS games who want that specific floaty-but-precise Source engine feel without reverse-engineering it themselves.
The physics fidelity is serious: gravity scale auto-adjusts to match HL2 fall speeds regardless of project gravity settings, which is a small but correct detail most ports get wrong. The JumpBoost cvar with three modes (off, HL2 vanilla with ABH, ABH-patched) gives multiplayer games an honest knob to tune exploitability. DIRECTIONAL_BRAKING and AlwaysApplyFriction compile flags let you dial the slipperiness without forking the movement code. The plugin structure is clean — one component, one character base class, drops into an existing C++ project without wiring hell.
Ladder movement is explicitly stubbed out and undocumented, so if your game has ladders you're on your own from the start. Binaries only ship for 5.5; anything older requires a recompile and possibly code changes with no migration guide. Sprint and walk speed logic is withheld as 'game specific', so the speed system you actually need to tune is the part least covered. Blueprint-only projects can't use it at all — the README mentions this but not how to convert one, which will stop a significant chunk of UE newcomers cold.