This project takes GASPALS as its foundation, replaces the ALS portion with a layering system inspired by ALS-Refactored, rewrites all GASP-originated code in C++, and rebuilds the entire implementation using GAS (Gameplay Ability System) and Modular Gameplay.
- Game Animation Sample
- Modular Overlay layering system built with separate Anim Graphs and Linked Layers and Pawn Component
- works with Mover
- works with GameplayCamera
- Overlay system as Gameplay Ability
- Travarsal Action as Gameplay Ability
- Sliding Action as Gameplay Ability
- Rolling Action as Gameplay Ability
- Ragdolling as Gameplay Ability
- All overlays from ALS
- Basic weapon attach system from ALS
- Basic overlay switcher widget from ALS
- Removed Echo and Twinblast characters and Manny/Quinn 4k textures to lower project size
- Removed Legacy character based on CharacterMovementComponent
- Character —
AGarCharacter, components, stance API - Mover —
UGarCharacterMoverComponent, modes, modifiers - Animation —
UGarAnimationInstance, linked layers - Overlay System — overlay / delta-overlay / override components and abilities
- Gameplay Abilities — GAS ability hierarchy, traversal, ragdolling, sliding
- Physical Animation & Ragdolling —
UGarPhysicalAnimationComponent, ragdoll state machine - Camera —
GarCameramodule,UGarGameplayCameraStateComponent - Gameplay Tags — full tag namespace reference
To migrate the GASP-ALS-R plugin to your own Unreal Engine project, you can follow these steps:
- Copy the
GASP-ALS-Rfolder to your project'sPluginsfolder and build. - In Project Settings > GameplayTags > Gameplay Tag Table List, add
/GAR/Example/Core/Data/DT_GarExtra_GameplayTags. - Launch the project, an error message will prompt you to add collision settings, click add at the end of the message.
- Enjoy :)
Contributions are welcome! I hope that, with the help of the community, we can turn this into a next-gen fully featured locomotion system.
Please follow these steps to contribute:
- Clone the repository.
- Create a new branch (
git checkout -b feature/your-feature). - Make your changes.
- Commit your changes (
git commit -m 'Add some feature'). - Push to the branch (
git push origin feature/your-feature). - Open a pull request.
Please ensure your code follows the project's coding and naming standards.
UE-Only Content - Licensed for Use Only with Unreal Engine-based Products
However, the following exceptions apply to source code files:
- Original C++ source code in this project and source code derived from ALS-Refactored are licensed under the MIT License.
- Source code files derived from Unreal Engine source are individually marked with a comment to that effect at the top of the file; those files follow the terms of the Unreal Engine EULA instead of the MIT License.