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Unreal Engine - Generic Movement System

🎮System Overview

The Generic Movement System (GMS) is a comprehensive movement control and animation system composed of two main parts: the Movement Control System and the Animation System.


1️⃣ Movement Control System:
🛠️ The movement control logic for characters is encapsulated in a component, providing flexible movement/rotation control functionality. You can use it without modifying your character's parent or current movement components.

2️⃣ Animation (locomotion) System:
🎨 Built using Animation Blueprint Template (ABPT) and Animation Layer Interface (ALI) technologies, this system provides a framework for animating characters. Most animation assets are configured using data-driven methods (DataAsset), eliminating the need for complex animation blueprint settings. Advanced users can still follow this framework and expand their complex animation systems.


✨PlayableDemo: GoogleDrive 百度网盘 | 🎥Trailer(v1.0): Youtube 中文 |✨Showcase(v1.3 with combat):Youtube

📚Documentation: English 中文 | 💬Community: Discord QQ群:64842100

📸Video Tutorials: Youtube 哔哩哔哩 | 📸Videos: Demo walkthrough


GMS is not a monolithic and chaotic system; it leverages built-in UE functionality to create a flexible, modular, user-friendly, and extensible movement system. It serves as a framework that can accelerate your project's progress and provide valuable knowledge of best practices.


🔍 Before purchasing, I strongly recommend carefully reading the system's documentation to understand what it offers and how it can benefit you. GMS is not for absolute beginners; you need to have a basic understanding of GameplayTags and Blueprint to use it.


🌟Features


1️⃣ Easy Integration: Integrating with just one component and one animation blueprint. Non-intrusive integration eliminates the need to modify your existing character parent class or movement component.

2️⃣ User-Friendly: All movement control and animation settings are centralized and configured using data assets. Dynamic swapping of "movement control logic and animation assets" can be done during runtime through simple API calls.

3️⃣ Extensibility: GMS uses the Animation Layer Interface, allowing you to customize animation layers and layer settings by using Blueprint/C++, with seamless runtime replacement.

4️⃣ High Adaptability: GMS uses Animation Blueprint Templates, making it compatible with any skeleton, including quadrupeds. It has a flexible data configuration structure, allowing direct use of animation packs from the marketplace, and creating animations non-existent in anim packs via overlaying system. Each new character animation pack is just a new data asset.

5️⃣ Flexible Control: GMS offers a rich set of movement/rotation control systems, allowing different speeds/accelerations/decelerations and orientation modes (velocity-based, input-based, view-based or TurningCircle) for different movement states and rotation modes.

6️⃣ Simple API: Based on your game logic, you can switch between movement definitions, movement sets, movement states, rotation modes, and overlay modes to control/animate your characters. The combinations can be diverse and tailored to your specific needs.

7️⃣ Multiplayer Support: All features of this system support network synchronization and will continuously be optimized and improved in this regard. (Yes, challenges and difficulties never stop.)

8️⃣ Stacked (Layered) Animation Overlay System: This system allows you to play different animations simultaneously on multiple body parts. You can selectively play animations based on the activation state of animation nodes and perform GameplayTags queries specific to the Actor. It enables you to create dynamic and varied animation effects. In GMS, it is just one implementation of the OverlayLayer.

9️⃣ Pose-based Animation Overlay System: Similar to the ALS Layering system but more independent, intuitive, and user-friendly. In GMS, it is just one implementation of the OverlayLayer.

🔟 Robust Framework Design: For the same functionality, I have put a lot of thought, experimentation, and iterations into the design. I believe GMS now has a solid framework design that can easily support future development plans.

1️⃣1️⃣ High-performance Code and Balanced Blueprint/C++: GMS leverages C++ and animation multithreading to minimize CPU consumption. You don't need to know C++ to use this system. For developers, it supports extension through both Blueprint and C++.

1️⃣2️⃣ UE5 New Features: Full utilization of UE5's Distance Matching, Orientation Warping, and Stride Warping systems for smooth movement effects.

1️⃣3️⃣ VFX/SFX: Play different VFX/SFX dynamically on different physical material surfaces based on context (GameplayTags). Automated footstep VFX/SFX setup without including a bunch of hard asset references in animation sequences.

1️⃣4️⃣ GAS Friendly: GMS prefers GameplayTags over enums and works well with projects using GAS. I have a combat system based on GAS that works perfectly with GMS. (GAS can provide GameplayTags to GMS.)


🔄Updates (Last update: 02/17/2025):

This product will be continually updated, User will get free updates after purchase.

🔗 See full release notes.

🔧Integration

  1. ✨ The experimental Motion Matching integration is available in this update. Check this and this video.
  2. ✨ GMS contains full animation integration for space.bar.anim. If you own these anim packs, you can import them and it's already set up with movement definitions.

⚠️ Note

  1. 📅 Documentation, tutorials, and sample content will be continuously updated to meet the needs of different developers, so prices will be adjusted accordingly. Buy early and enjoy it.
  2. 🛠️ This is a code plugin. Only the code is distributed through Fab Marketplace. After purchase, you need to be verified to access the provided content assets and git access.

🔗 Orbital Market Link
(Orbital Market is a fast search engine for the Unreal marketplace)


Technical details

Core Modules:

  • GenericMovementSystem (Runtime): Contains the main code of the system.
  • GenericMovementEditor (Editor): Contains code for custom animation graph nodes and animation modifiers.

Number of Blueprints: 100+ (including core assets, extra content, and demo)

Number of C++ Classes: 37+

Network Replicated: Yes

Supported Development Platforms: Windows

Supported Target Build Platforms: Windows, Android, Linux

Important/Additional Notes: more about my product here.