Best Turn in Place System (Probably Ever)
Procedural Strafing (orientation warping)
Procedural Gait (speed warping)
Sprinting / Crouch Running / Floor Sliding
Pivoting (Very Robust / Customizable)
Procedural Ducking (under obstacles)
Speed (and more) based on surface
Procedural Foot IK and Floor Orientation
Semi-procedural Animation
Impacts with walls, scuffing walls, impact with other characters
Procedural Footstep System that works with any bone
Transitions cleanly between all game modes (see feature overview)
View Component with camera blending and character state transitions (see feature overview)
Procedural Look Targets
Twitch Bones (procedural hit reaction)
Weapon Pose Adjustment (weapon and offhand placement)
Full network prediction and replication
Easy to integrate, easy to work with
Clean and efficient multi-threaded animation