FENTY STUDIOS / MOD
TraversalPreview
Know what your character can reach.
See what your character can reach without pressing Play: jump arcs and gap-jump checks with the remaining margin, a walkability overlay (walkable, too steep, step-up, ledge) and capsule clearance along a path. Reads the numbers from your Character Blueprint.
Unreal Engine 5.8.0 ? 1.0.0
Or get all five tools in the Level Design Bundle. Refund policy.

MADE FOR YOUR WORKFLOW
01
Jump reach and safety margin
02
Walkability overlay
03
Capsule path checks
A closer look.
Open an image to view it at full resolution.
User guide
# TraversalPreview User Guide ## Install 1. Install from Fab, or copy `TraversalPreview` into your project's `Plugins/` folder. 2. **Edit → Plugins**, enable **TraversalPreview** and restart. ## Set up your character (once) **Edit → Editor Preferences → Plugins → TraversalPreview → Reference Character**: pick your player Character Blueprint. These values are read from its defaults: | Value | Source | |---|---| | Max Step Height, Walkable Floor Angle, Jump Z Velocity, Gravity Scale, Max Walk Speed | Character Movement component | | Jump Max Hold Time | Character | | Capsule radius and half height | Capsule component | Gravity is the project's **Default Gravity Z** times Gravity Scale. Leave Reference Character empty to type the values in manually. Every readout ends with `Character: <name>` so you always know which numbers it used. ## Tools Choose **Traversal** in the Level Editor's mode dropdown. The tools are in the left panel. ### Jump 1. Hover anywhere to see the standing jump apex above the cursor. 2. Click the **takeoff** point (the floor at the edge you jump from). 3. Move to the **target**. The arc, verdict and numbers update live. Click to lock the target. 4. Click again to start a new jump. | Readout | Meaning | |---|---| | Makes it with X to spare / Short by X | Horizontal margin at the target's height | | Too high by X | The target is above the jump apex | | Gap, Height | Horizontal distance and height difference | | Max reach | Farthest horizontal distance at the target's height (the yellow tick in the viewport) | | Apex, Air, Speed | Peak height, time in the air, takeoff speed | | Arc hits ... | The swept capsule hits something before landing (ceiling, wall) | Readout size: **Edit → Editor Preferences → Plugins → TraversalPreview → Display → Readout Scale** (raise it on 4K or ultrawide monitors). Options: **Takeoff Speed** (0 = Max Walk Speed; set your sprint speed here), **Collide Arc**, **Max Air Time**. The math assumes no air control and a jump at full speed. Real movement can do slightly better with air control, so treat a small negative margin as worth testing in Play. ### Walk Click the floor. A square around the click is sampled and colored: | Color | Meaning | |---|---| | Green | Walkable | | Blue | A step up within Max Step Height (climbed automatically) | | Orange | A ledge higher than Max Step Height (needs a jump) | | Red | Steeper than Walkable Floor Angle | Options: **Radius**, **Cell Size**, **Height Range** (how far up and down to look for floor) and **Point Size**. ### Path Click points along a route. Between each pair of points, the character's capsule is swept a step-height above the floor (so steps don't count as blocking) on the **Pawn** channel. - Green segments are clear. - On a red segment, a red capsule shows where it got stuck, and the readout names the actor. - **Clear** starts over. ## Actions Every tool has **Copy** (the result text to the clipboard, for bug reports) and **Clear**. ## FAQ **Does this add anything to my level?** No. It's an editor-only module and never touches your content. **My character uses a custom movement component.** The values are read from `UCharacterMovementComponent`, so subclasses work. Fully custom movement can use the manual values.
Changelog
# TraversalPreview Changelog ## 1.0.0 - Initial release for Unreal Engine 5.8. - Traversal editor mode with Jump, Walk and Path tools. - Jump reach check with margin, swept capsule arc and max-reach marker. - Walkability overlay: walkable, step, ledge, too steep. - Capsule path sweep with step-up allowance. - Reads all values from a reference Character Blueprint.



