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GASPALS_260301.zip 832.2 MB
March 1, 2026

GASPALS Procedural Control Rigs for Aim Offsets and Look At

This update brings multiple Control Rigs that can be used to procedurally alter animations at runtime.

  • CR_Humanoid_LookAt is a complex Procedural Control Rig that turns the character smoothly towards a Goal in World Space. This will be used in the future for the interaction system as well as for NPCs.

  • CR_Humanoid_AimOffset is a simple Procedural Aim Offset that rotates the spine bones following the control view rotation and thus can entirely remove the need for traditional aim offsets. Those can still be used if necessary for some unique aiming behaviors.

  • MR_UEFN_Mannequin is a Modular Control Rig that can be used in Sequencer to create poses easily for the Overlay System.

The goal of this update is to make it even easier to add new overlays to the project. Up until now, the challenging thing in overlay creation was the aim offset, although the left/right rotation was done procedurally in the ABP by rotating the bones, the up/down still required a sweep animation.
With this update, most overlays/items can use control rig to procedurally manage the aim. Only the unique aiming behavior will now require sweep animations which can still be used.

A video overview of the these control rigs can be found on my channel : https://youtu.be/BbGB_YBC5kA

Comments (14)

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Andrew · April 4, 2026

Hi! I would like to set my character by default to be FirstPerson. I realized I can do that in AC_CameraSystem. Then I changed the field of view because I think it looks super weird that when something is in front of me is super far but when I put it in the corner of the screen it's super close. Issue: If you change the FOV to a smaller number from 100 like to 60, Kellan retarget falls apart and the legs and hands are floating around. Also why does FOV distort the camera so much? Could you please take a look at that? I am not sure how is that done.

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Polygon Hive · April 4, 2026

Hello, in order to use different fields of view, your materials need to have a special FirstPerson output. You can see that in all other characters Materials. But kellan is using a lot of different materials and it requires a more robust setup than the current one. It's on my list 👍

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Abdur Rakib · March 30, 2026

Hello. I was wondering , the size of this version's project file is significently smaller than the version shared on 15th February (GASPALS_260126) Does it include all the necessary files ? thanks

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Polygon Hive · March 30, 2026

Yes, I just removed Echo and Twinblast character which are very heavy. The rest is all there 👍

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Paweł Mielewczyk · March 12, 2026

Okay, honestly, I don't expect you to help me because I realize you're a busy person and I appreciate everything you do for the community. But I'll ask anyway; it's always worth it, and who knows, maybe one day you'll have too much free time and you'll answer me. Can I use your overlay and equipment system to add two sockets for one item? For example, for items held with both hands? I have no idea how to do this, I can't find any information on the internet This will be the second week of this fruitless struggle, and it would solve many of my other problems.

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Polygon Hive · March 12, 2026

Hey there! If your item is held with 2 hands it's basically similar to the rifle setup. The item will be attached to the character's hand where the mesh pivot is. You can edit the mesh pivot via the mesh modeling tool in unreal. And then the other hand will go to where IK socket is.

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Leonardo Barreto · March 5, 2026

I downloaded and tested this version, and the overlay switching is bugged.

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Polygon Hive · March 5, 2026

What do you mean by bugged? Note that Overlays are now split on: - Q: Body types - E: Poses - T: Equipment

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Kerberos · March 4, 2026

If we're already editing things from GASPALS and want to update with minimal overwrites, do we just need to migrate the new control rigs at Plugins\GASPALS\Content\Blueprints\ControlRigs ?

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Polygon Hive · March 4, 2026

Yes migrate the control rigs and update the ABPs AimOffset parts 👍

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Paweł Mielewczyk · March 2, 2026

Hey, question, tell me if I'm wrong. Do ALS poses use the object mesh pivots? I'm trying to add sockets to the IK of the character's hands in my meshes, but no matter what I do, the character holds the objects in the same place, and it seems to me that they're holding them at the pivot point. So I'd like to redirect this to sockets, but I can't find a reference to the pivot point in the code. Could you give me some guidance on where to look?

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Polygon Hive · March 2, 2026

Yes right now it is the case. Because object actor have 2 meshes and those are attached to the first person and third person mesh. I am working on a better setup that allows to have separate actors for first person and third person actor and that will allow to use a different root. For now you can go in AC_EquipmentSystem and you can attach the actor instead of the mesh (for the third person) this should allow you to have a different root in the actor.

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Sex & Dragons · March 1, 2026

If I toss these into the Lyra plugin, will they work as expected?

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Polygon Hive · March 2, 2026

They should work normally 👍 You'll just have to adapt the Aim Offset part of the ABP. They'll be included in the new Lyra Mover project but that's still not yet ready.