Lyra with GASPALS Locomotion & Layering | UE 5.7
Hello everyone!
I’ve finally completed a custom Lyra implementation integrating GASPALS locomotion with a fully layered animation setup.
This custom Lyra is kept as close as possible to vanilla Lyra, making it easy to extract the implementation and integrate it into your own Lyra-based projects.
Implementation notes:
Locomotion and layering are implemented purely at the Animation Blueprint layer
Does not use the GASPALS Character Blueprint — only the GASPALS Animation BPs
This approach keeps integration minimal and avoids structural changes to Lyra’s core systems
All Lyra abilities and existing functionality work as expected
Additional details:
The GASPALS plugin is fully functional inside the Lyra project and can be used as a reference for setup and integration
GASPALS traversal has been added to the Lyra Shooter Character which now has dynamic traversal
This setup does not use the Mover-based version of GASPALS, as Lyra is tightly coupled to the Character Movement Component (CMC)
A Mover-based GASPALS + Lyra project is planned and coming soon 💪
This build is intended as a clean, practical reference for combining GASPALS locomotion with Lyra while preserving Lyra’s default architecture.
Comments (16)
Wow I love this implementation, it will be perfect once I figure out how to get the player to default to walk mode when spawned. Amazing work, thank you!
HI, Fantastic effort with this Lyra, GASP & ALS integration project. Has been fairly straight forward to integrate into my own Lyra based project. Few tips for anyone wanting to integrate it into their own project though: There are changes outside of the plugin to Lyra that you need to be aware of: Merge across source for LyraEditor/Animation/AnimNodes & LyraGame/Animation/AnimNodes This gives you the Montage Override Curves node. Do this before you migrate any other data over - otherwise the node will be deleted from the anim graph in ABP_SandboxCharacter_Lyra You need to make sure that the uproject file is updated to: Uproject file - change Type from "Editor" to "UncookedOnly" { "Name": "LyraEditor", "Type": "UncookedOnly", "LoadingPhase": "Default" } You'll likely need to force recompile after this change (delete the intermediate folder(s)) If you see something like the following error - that's where it's going wrong. ABP_SandboxCharacter_Lyra.uasset: [Compiler] The node ' Montage Override Curves ' is from an Editor Only module, but is placed in a runtime blueprint! K2 Nodes should only be defined in a Developer or UncookedOnly module. It's not great that this needs to be done really; so perhaps something to change later. B_Hero_Default - has been changed to work with this new Lyra GASP ALS Added variable vector LandVelocity Added variable bool JustLanded Added Event OnLanded Added Custom OnLandedEvent Used by: B_Hero_ShooterGASPALS ABP_SandboxCharacter_Lyra Update LyraEditorBuild.cs Right click on the "ShooterCoreContent" plugin folder and select plugin->edit, add "GASPALS" to the plugin dependencies array I have no idea how your Layered blend per bone node in ABP_SandboxCharacter_Lyra is working (the one on the Lyra Upperbody/lowerbody split). It's using Blend Mask with a "None" entry - which is working in your project, but fails to compile in mine. Had to switch to Branch Filter with spine_01 - need to dig into what the setup should actually be vs setting up a blend mask. (Looks fine for now at least) I can also confirm someone else's post that the weapon attachments are messed up & pointing in the wrong direction. Will take a look into that next. Cheers Will (PS: I hate Patreon's shift+Enter for a newline - had to edit this 10 times)
Thanks a lot for the support and for the this summary. This will be helpful to a lot of others 🙏
Hey buddy, you've done a really great job! You mentioned "A Mover-based GASPALS + Lyra project is planned and will be launched soon," could you give me a specific date for that? That's exactly what I'm looking for, and I want to build an Edge Climbing System on top of it. If you could give me an estimated date, that would be great, thanks...
Hey there! Thanks for the support 🙏 It is ongoing and I think it should be done in 2-3 weeks. It a much deeper integration than the current one so it's taking a bit more time to get right.
Originally was going to sub for just 1 month, going to stick around longer because of your support and excellent implementation. Two more simple questions: 1. I love your plugin and want to integrate it into my project. If I use this version now, will it be easy to upgrade when the Mover update releases? 2. The weapon placement is incorrect on Manny and Quinn in the Lyra demo. Can I get a code pointer on where to fix this?
That's nice to hear 🙏 I am doing my best to have the implementation be in its own lyra plugin. So as long as you build things with some modularity it should be straightforward to integrate the next plugin 👍
This is amazing! There are two things I'd appreciate your guidance on. 1. How can I revert to the original Lyra pistol animations instead of the ALS animations? 2. I want to implement the sprint to slide animations in the Lyra project. Any code pointers on where to begin?
Hey! Thanks for the support! Answers below: 1. If you are talking about the poses, you will have to replace the poses in the Overlay with new poses from Lyra or create a new overlay with those poses. You can watch my old tutorial on creating a new overlay for that. 2. If you talking about the slide from the new GASP5.7 that's a Mover pawn, which is imcompatible with Lyra's CMC pawn. I will be making a new Lyra with GASPALS 5.7 with Mover and it will have the slide and first person by default.
Hi Polygon, Thanks for creating this. I am having trouble getting metahuman animations to sync up. Using the copy pose anim bp seems to no longer work well on metahumana as it did in use 5.6. (I tested on the default Lyra game as well in 5.7) I noticed you don't seem to have the original GASP metahuman fully in the projedt either. Is there some new issue in Lyra that adds difficulty to swapping to meta humans
Hey, thanks mate for the support. The MetaHuman character is still there. It's called Kellan. And you should use RetargetPose not CopyPose for it to work properly. If this for Lyra it's probably a bit more complicated than that and I haven't tried to have MetaHumans in Lyra with GASP. I will be trying that in the next Lyra Mover integration though.
We can't replay again so I replay here, Nice! Did not check the Gameplay Camera at all, I'll dig into what you have done for sure! Thanks!
Same here, can't wait for the Mover implementation! Also have a question for the true first person you mentioned on discord, is it using the Lyra Camera Mode as well? (just out of curiosity)
Coming soon 🫡 For the camera this is using the new GameplayCamera system which is basically a more complete camera mode system. If you look at the code from LyraCameraMode and the new GameplayCamera plugin. You can see that. So I preferred to build on top of the Unreal Standard stuff rather than Lyra.
Thank you so much for sharing this! 🙏 Personally I cannot wait for the Mover implementation. I am running a 'cleaned up' version of Lyra with only the source code, and combining this with GASPALS and Mover seems like an ideal setup for a game framework.
You're welcome! And yes that's exactly my thinking as well. Lyra deserves a proper update 👌
