Voices of the Void
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Date Uploaded
4 days ago
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2.4K
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247KB
Dependency string
Moddy-PBMovement-1.0.3

PB Movement for Voices of the Void

Gives your character Half-Life 2 / Source-engine movement - air-strafing, bunnyhopping, and surfing - in place of VotV's default movement.

What you get

Air-strafing, bunnyhop (manual or auto), surfing on steep ramps Source-style, classic HL2/Source style character movment straight from Project Borealis.

Built for VotV a09 / a09n.

Configuring it - PBMovement.ini

Setting What it does
EnableGraft true/false master switch. Set to false to temporarily get vanilla VotV movement back without uninstalling.
RunSpeed Your normal move speed. PB defaults are HL2-scale.
SprintSpeed Speed while holding your run key.
WalkSpeed Slow-walk speed.
JumpZVelocity How high you jump.
AutoBunnyhop true = hold jump to auto-bhop. false = you must tap jump each time.
AirControl How much you can steer mid-air. 1.0 is full HL2-style control.

Surf feel (if ramps don't behave)

Nothing to tune: whether a ramp catches you is decided the way Project Borealis decides it; if sliding along the surface would throw you upward faster than a jump, it isn't treated as a floor and you surf. BounceMultiplier in [Surf] is the only knob left (extra bounce off slope clips; 0 = none).

The remaining sections ([Acceleration], [Braking], [EdgeFriction], [Slope], [Misc]) are for fine-tuning the exact feel - the defaults match Project Borealis, so you can leave them alone unless you're chasing a specific feel.

How it works

PB's UPBPlayerMovement/APBPlayerCharacter are native engine classes that can't be registered into the shipped game, so instead of instantiating them we port PB's logic into the mod and graft it onto VotV's existing UCharacterMovementComponent. Two techniques:

  1. Per-instance vtable swap: on player spawn we copy the component's vtable, point the movement virtuals (CalcVelocity, DoJump, HandleSlopeBoosting, GetMaxSpeed, NewFallVelocity, ShouldLimitAirControl) at our ported C++, and swap the instance's vtable pointer. Only the player's component is affected.
  2. Blueprint bytecode patch: VotV's settings graph overwrote AirControl/JumpZVelocity every load, so we NopRange those two EX_Let writes in ExecuteUbergraph_mainPlayer (size-preserving) so PB's values stick.

Credits & license

Movement design and reference implementation by Project Borealis (PBCharacterMovement), which is released under the MIT License. This mod ports that movement logic and grafts it onto VotV's player at runtime.

Physics reference from Jiangwei Chong's Half-Life Physics Reference

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