Project settings
Project Settings → Plugins → ED Mounting System. Everything here is a default that a mount or a seat can override; it exists so a project sets its trace channel and its capsule size once instead of on every vehicle.
Stored in Config/DefaultGame.ini under [/Script/EDMountingCore.EDMountingSettings].
Reach
| Setting | Default | |
|---|---|---|
| Default Mount Distance | 250 cm | How close a rider must be. Overridden per mount. |
| Server Distance Tolerance | 0.35 | How much further the server allows than the client's own check. |
Distance is measured to the entry point, not to the mount's origin. Measuring to the origin — which is what seat-offset systems end up doing — makes a bus unmountable from its own door while a motorbike is mountable from three metres away, because the origin of a long vehicle is nowhere near the way in.
World checks
| Setting | Default | |
|---|---|---|
| Clearance Channel | Visibility | The trace channel used to test whether a door is free. |
| Validate Entry Points | true | Sweep before offering a door. |
| Validate Exit Points | true | Sweep before putting a rider down. Leave this on. |
| Allow Unsafe Exit Fallback | true | When every exit is blocked: place at the seat (on) or refuse (off). |
Visibility is the default because every project has it. A project that gives characters their own
channel should point this at it — testing "can a person stand here" against Visibility also collides
with things people walk through, and the symptom is a car you cannot get out of while standing in long
grass.
Transitions
| Setting | Default | |
|---|---|---|
| Default Transition Mode | Auto | Montage when one resolves, procedural when none does. |
| Default Procedural Transition | 0.55 s, 25 cm arc | See Animation. |
| Default Animation Set | none | Used by seats and riders that name none. Soft, loaded on demand. |
| Transition Watchdog Grace | 1.5 s | How long past a montage's expected end before finishing it anyway. |
Networking
| Setting | Default | |
|---|---|---|
| Predict Transitions | true | Let an autonomous client start before the server confirms. |
| Prediction Timeout | 1.0 s | How long it waits before rolling back on its own. |
See Replication.
Rider
| Setting | Default | |
|---|---|---|
| Collision | Disabled | What happens to the rider's collision while seated. |
| Disable Movement Component | true | |
| Suppress Movement Replication | true | |
| Hide Rider Mesh | false | |
| Always Tick Pose While Seated | true | |
| Default Possession Policy | Keep Possessing the Rider |
The reasoning behind each is in Camera and possession.
Debug
| Setting | Default | |
|---|---|---|
| Draw Seats In PIE | false | The same thing ED.Mounting.DrawSeats does, for a whole session. |
Console variables
Cheat-gated, and every draw path is inside ENABLE_DRAW_DEBUG.
| Variable | |
|---|---|
ED.Mounting.DrawSeats 1 | Draw every registered mount's seats and doors, colour-coded live. |
ED.Mounting.DrawDistance <cm> | How far from the camera that draws. Default 3000. |
ED.Mounting.DrawState 1 | Print each local rider's phase, mount, seat and sequence on screen. |
ED.Mounting.DisablePrediction 1 | Force clients to wait for the server. Wins over the project setting. |
Console commands
| Command | |
|---|---|
ED.Mounting.Dump | Every registered mount, its seats, their doors and occupancy, plus the local rider's state. |
ED.Mounting.MountNearest [radius] | Mount from the console. The optional radius widens the search, not the mount's reach. |
ED.Mounting.Dismount | Dismount from the console. |
Dump is the fastest route to three answers a screenshot cannot give you: how many of a seat's doors a
rider actually fits through right now, whether a seat is free as opposed to merely unoccupied — a
seat reserved by a rider still walking to it is neither — and what the mount's own reach is, which is a
different number from the query's search radius.
The radius on MountNearest widens the search only, deliberately. A wide radius that comes back
TooFar has told you both that something is there and that you are not close enough, which is the
distinction plain silence hides.
Logging
One category for the whole framework, and every line is prefixed with the net role that wrote it:
log LogEDMounting Verbose
LogEDMounting: Verbose: [Server] 'BP_Character_C_0' reserved Seat#0 on 'BP_SportsCar_C_2'.
LogEDMounting: Verbose: [Client] Mount request refused: Failure(TooFar)
Mounting bugs are almost always a sequence — request, validation, montage, attach, replication — and a sequence is unreadable when each step logs under a different category.