New updates and improvements to Regensturm.

  1. Motion


    Motion has been released and is now available to download via the Epic Games Launcher.


    • Added TargetCrouchCameraOffset to the Crouching Component. It defines the location offset added when the player is crouching.


    • Adjusted footstep timings to match new animations better.


  2. Motion

    New Feature

    We're happy to announce that Motion 1.3 has been released for Unreal Engine 5!

    It provides new animation features including Turn-in-place, Foot IK, Distance Matching, Orientation Warping, Stride Warping and more!


    Motion: Update default character with UE5 mannequin.

    New mesh & animations.




    • Added UE5 mannequin (Manny & Quinn) & animations!
    • Added debug camera that can be enabled through the Motion character blueprint. It allows you to switch to a third-person side-perspective for debugging purposes.


    • Fixed Aim Offset to use new, matching animations.
    • Removed duplicate shadow from head-less mesh.
    • Removed need for separate, head-less mesh.
    • Adjusted default camera position to match new animations.
    • Adjusted default character speeds to be a bit slower to match most environments.
    • Adjusted default sprint acceleration curve to match animations better.


  3. Motion is now available through the Epic Games Launcher!

    This patch is only available and required for UE5 users.


    * Resolved outstanding issues with a few event nodes that would result in re-occurring compile errors after upgrading a project from UE4 to UE5.


  4. Motion


    Motion is now available through the Epic Games Launcher!

    It adds compatibility with Unreal Engine 5!


  5. Hey everyone!

    Back again with the latest news regarding Regensturm.

    — Unreal Engine 5 —

    As the full release of Unreal Engine 5 is coming up, we would like to share our policy on version support going forward.

    For the time being, we will continue to support all products for 4.26 & 4.27 until the second major release of UE5 (assumed to be UE5.2).

    We understand that some don't want, or wish, to upgrade their projects to UE5 immediately upon release. That's why we'll still provide support and updates for Unreal Engine 4 after the release of UE5.

    After the release of UE5.2 (or equivalent), we will discontinue the UE4 version of our products on the marketplace, but we will still provide support for existing customers until 6 months after its release. This also includes providing support to upgrade their project to Unreal Engine 5 to the best of our ability.

    Motion will be compatible with UE5 upon release.

    — Animate —

    We're getting closer to finalizing the development of Animate - a tool designed to animate any actor in your scene, for creating more dynamic environments and gameplay. As with previous projects, we test out our creations in "real-world scenarios" where we take what we've made, put it into a fresh project and create a sample scene / scenario / game.

    Whilst doing that for Animate we came to the conclusion that the current feature set of Animate, whilst working perfectly fine and time-saving as intended, lacks a feature set great enough that we would consider enough for you guys.

    That's why we will extend Animate with an adapter layer, meaning you can not only animate the Transform of an Actor, but animate virtually any property of any actor (e.g. brightness of a light source or the volume of a sound).

    In order to extend Animate, we will need additional time to revise Animate's architecture, its documentation and create more example content that will ship with Animate.

    We thank everyone for their patience and can't wait to see what you guys create with Motion and Animate. We'd love to see any progress you've made in our discord server! (

    If you'd like to support us in our endeavour to create the best possible infrastructure for your games, please leave a review for Motion on the marketplace. It will only take a minute, but it will make a huge difference for us. (

  6. Motion



    * Added missing entries in DT_MovementSound for crouch walking footsteps.


    * Adjusted footstep delay while crouching to match new animations.


  7. Motion

    New Feature

    > **IMPORTANT**: We **strongly recommend making a backup of your project** and / or creating a seperate branch in your VCS to test or use Motion in existing projects.

    > A patch to upgrade existing projects, that can preserve changes made to files shipped with Motion, is **not available**.


    * Added **True First Person** to Motion which is enabled and set up by default.

    > A highly requested feature is now available in Motion! The previous default, where you could only see arms, and their animations, are still available in Motion.

    * Added new animations for side-crouch-walking, side-walking and side-sprinting.

    > As with all animations that ship with Motion, these are for development purposes only and we strongly recommend exchanging them for more suitable animations, based on your project needs.

    > Note: Motion does **not** use the movement of the mesh head in animations. If you would like to use the movement of the animation, please check our [documentation]( on how to enable it.

    * Added head-less mannequin model and added support for head-less characters with an additional character model used in shadows and reflections that use the full character model, including the head.

    * Added "BP_TrueFirstPersonComponent" which currently only serves as identifier for camera location offsets, but can be used for TFP related code.

    * Added support for Camera _Location_ Offsets.

    > As we changed the way the camera works under Motion, we added support for Camera Location Offsets so components like the "Crouching Component" can move the camera up and down as required.

    > This is needed as the camera and mesh are separately controlled now.

    * Added automated adjustment of camera location based on the camera's angle to prevent the player clipping into the body mesh when looking down.

    > This can be configured in the "BP_MotionCharacter" blueprint using the new variables ```MinimumCameraAdjustmentAngleForHeadMovement``` and ```MaximumCameraAdjustmentAngleForHeadMovement```.

    * Added Aim Offset animations that move the character's head when the mouse moves left or right and up or down.


    * Cleaned up documentation and re-structured navigation bar.

    * Cleaned up folder structure for animations.


  8. Motion



    * Added Crouch Animations for FP_Arms.

    * ArmOffset in BP_MotionCharacter has been deprecated.


    * Fixed sync between camera, capsule and mesh when crouching.

    * Adjusted character defaults to prevent character feet from clipping through the floor.


  9. [Fix]

    * Removed Gameplay Manager and associated files.

    For more information, please visit our Discord server via

    Motion, including the Gameplay Manager, is still available to verified customers via Discord or e-mail at


  10. [Fix]

    - Fixed a bug which caused the camera offset generated by Idle animations to remain even after the Idle animation has ended.

    - Fixed a bug which caused the player to be stuck in crouching when additional meshes were added to the Character Blueprint.

    - Fixed a bug which casued the idle animation to not properly reset.