Install
- Install from Fab, or copy
TraversalPreviewinto your project'sPlugins/folder. - 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
- Hover anywhere to see the standing jump apex above the cursor.
- Click the takeoff point (the floor at the edge you jump from).
- Move to the target. The arc, verdict and numbers update live. Click to lock the target.
- 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
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.