- User Guide
- Preparation
- Pre-knowledge
- Enable Plugins
- Purchase Verification
- Familiarize Yourself with Project Content
- Migrate to your project
- Retargeting animation assets
- Basic Configuration
- Configuring the Movement System Component
- Movement Definitions
- Movement Modes and Gameplay Tags
- Anim Graph Settings
- Configuring the Main Animation Blueprint
- Configuring the Context Effect Component
- Character Settings
- CharacterMovementComponent Settings
- Movement definition
- Creating a Movement Definition
- Adding Movement Definition to the Component
- Movement Set Settings
- Movement Control Settings
- Creating Movement Control Settings
- Adding Movement Control Settings to Movement Set Settings
- Movement State Settings
- Animation Settings
- General Setting
- Animation Layer - States Layer Settings
- Animation Layer - Overlay Settings
- Stack-based Overaly System
- Pose-based Overlay system
- Animation Layer - View Layer Settings
- Animation Layer - Additive Layer Settings
- Animation Layer - Bone Control Layer Settings
- Gameplay Integration
User Guide
User Guide
Modified February 20
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The GMS (Generic Movement System) provides a wealth of reference materials, and this document serves as a minimal process introduction.
This document is for GMS v1.3, The video tutorials apply to GMS versions up to 1.3 and are still informative, but ultimately the documentation prevails.
History version:
V1.2
V1.1
Preparation
Pre-knowledge
1.
For beginners: You need to understand the basic blueprint knowledge and GameplayTags usage. Then prepare the animation package for your character, then refer to the pre-configured movement definitions of GMS to create your character's animation movement definitions, and then switch different movement definitions according to your game logic, so you can switch the character's control logic and animations.
2.
For advanced users: You need to understand basic blueprints or Unreal C++ programming knowledge, as well as the basics of animation blueprints. Then familiar with GMS design architecture and integrate other types of movement or add new movement modes based on the GMS framework.
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The demo examples provided by GMS use GameplayAbilities to create basic sprinting, jumping, and crouching logic.GMS doesn't force you to use GAS, but it's better to work with it. If you are a beginner, you can skip GAS.
Enable Plugins
Make sure you installed GenericMovementSystem and GenericGameSystem from Epic Launcher, and enable these 2 plugins in your project.