Frequently Asked Questions
Quick answers to the questions we hear most. Click a question to expand it.
Compatibility
Does this work with custom characters?
Yes. Any Blueprint based on Character with a Character Movement Component can ride — which includes the Unreal templates and almost every character on Fab. No code changes are needed in your character.
For the camera to turn and face down the slide, your camera (or spring arm) needs Use Pawn Control Rotation enabled. See Camera requirements.
If your character's capsule is taller or shorter than the mannequin's, adjust Rider Height Above Path to about half its capsule height.
Can a Pawn that isn't a Character ride the slide?
No. The rider must be a Character with a Character Movement Component. Vehicles, physics objects and pawns built on the plain Pawn class aren't supported.
Does this support multiplayer?
Simple Slide System is designed for single-player games. The slide actor doesn't replicate, so it isn't set up for networked play out of the box.
Experienced developers can add networking themselves — the logic is all in one readable Blueprint — but this isn't something the asset supports or documents.
Which engine versions are supported?
Unreal Engine 5.4 and later. See Supported engine versions and the Fab product page for the current list.
Does it require C++?
No. Simple Slide System is Blueprint only. There's nothing to compile, and it works in Blueprint-only projects.
Does it require plugins?
No. The slide uses only standard engine features. Add the SimpleSlideSystem folder to your project and it works — no plugins to enable, and no project settings to change.
Building slides
Can I use my own slide meshes?
Yes. The slide actor is just the path — it has no mesh of its own. Place any mesh in your level, then shape the slide's spline to follow its surface.
Step-by-step instructions are in Using your own slide mesh. The included example meshes in Demo/DemoContent/Meshes are free to use too.
Can I have many slides in one level?
Yes. Each slide is independent with its own settings. Idle slides don't tick, so they cost nothing while nobody is riding — Slide_Mountain_Themepark has over a dozen.
Can I use it for things other than slides?
Yes. The slide moves a Character along any path you draw, so it works for anything that carries the player from A to B. In Slide_Mountain_Themepark, the launch cannons and fireman poles are ordinary BP_SimpleSlideSystem actors with different splines and settings. They aren't separate gameplay systems.
The same Blueprint and workflow cover everything from a simple playground slide to a full theme-park attraction.
Can several characters ride the same slide at once?
No — each slide carries one rider at a time. While a ride is in progress, and during the short cooldown afterwards, the slide won't accept another rider.
Will the rider tilt or go upside-down on loops and banked turns?
No. The rider only turns left and right to follow the slide's heading — they never tilt or roll. This keeps the character upright and the camera comfortable.
Will trigger volumes along the slide detect the rider?
Yes. The rider is moved in small steps no larger than their capsule, so triggers along the slide still detect them, even at high speed. This is handy for splash effects, sound zones or checkpoints.
Gameplay
Can I trigger slides from an interact button?
Yes. Turn Activate On Overlap off so walking into the trigger does nothing, then call Activate Slide from your interact logic, passing in the player Character. It returns Success so you can show a message if the slide is busy.
See the interact example.
Can AI use the slide?
Yes. AI characters are Characters too, so they can ride if they walk into the Entry Trigger, or if you call Activate Slide for them.
If you'd rather keep the slide for the player only, set Required Actor Class to your player Character Blueprint.
Can I disable camera rotation?
Yes. Turn Face Slide Direction off. The slide will no longer turn the view or pause mouse look, so players can look around freely while sliding.
If you want to keep it but make it gentler or snappier, adjust Rotation Interp Speed instead.
Can the player bail out of a ride early?
Yes, by calling Cancel Slide from your own input — for example the jump button. Pass Launch = true to launch them from where they are, or false to just drop them. There's a jump-to-bail-out example on the API page.
How do I add effects or music when a ride starts?
Bind to On Slide Started and On Slide Finished. They give you the rider, so you can attach effects to them, switch music, or count rides.
What happens if the slide is destroyed or the level changes mid-ride?
The ride is cancelled automatically and the rider's collision, movement, mouse look and air braking are restored. A character is never left frozen.
Do I need to change my input or Game Mode?
No. The slide doesn't use input mappings or require a particular Game Mode. The demo map uses its own demo character, game mode and input so it works on its own, but your levels can use whatever you already have.
Will the debug options show up in my shipped game?
No. Draw Debug and Print State only appear in the editor and development builds, never in shipped games. The editor setup warnings never appear in game either.
Try the search box, or check Troubleshooting for step-by-step fixes.