UE4MovementComponent
Update
The movement component is getting reworked to make easily extensible, the prone movement is getting reworked and vaulting will be implemented soon. Now your pawn will need to be a child of the FPSCharacterBase.
Sprint Curve
This is a curve used to output a multiplier to be used for the acceleration, the x-axis should be between 0 and 1 and the Y-axis as your output multiplier, this can be any value you want.
Old
Custom Movement Component extends the default Character Movement Component adding crouch time, prone and sprinting. Fully networked and ready for use with multiplayer, prone is current work-in-progress, works fine in flat plane/terrain.
This extends the default unreal character movement component created by Epic and if using the default character pawn you will need to create a child class and override the movement component using Super(ObjectInitializer.SetDefaultSubobjectClass(ACharacter::CharacterMovementComponentName))
This is still not complete, sprint and crouch function works and all the variables are commented. If you wish to complete the prone movement, then look at PhysProne method.