Lyra x GASPALS x Mover - Vanilla
Hello everyone!
I’ve completed the new Lyra Mover 2.0 implementation using the new GASPALS Mover project with all its features; Gameplay Cameras, First Person, Active Ragdoll, Slide...
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.
There will soon be a Refactored Version of this project. I think that vanilla Lyra doesn't do a good job at content organization. There are a lot of things spread over multiple plugins and folder locations. I will be cleaning it up and refactoring it so that we have a Lyra 2.0 ready to be used as a strong base for future projects.
If you already have a Lyra based project ongoing, this vanilla one should be familiar if you want to extract things from it. But if you are planning to build a new project on top of Lyra. Maybe experiment with this vanilla while the refactored version is on the way.
Implementation notes:
LyraPawn class has been completed to be used with Mover since Mover doesn't require a Character.
GASPALS Mover Pawn blueprint duplicate is used instead of the B_Hero_ShooterMannequin meaning you get all the GASPALS features.
GASPALS First Person Rendering system fully integrated.
GASPALS Traversal is also functional which means Lyra now has dynamic traversal.
GASPALS Retargeted Characters have been setup as Lyra Cosmetics including the Kellan Metahuman.
Weapon Attachment and Hand IK are now character specific, meaning that all characters will hold the weapons properly and have IK solved correctly.
This has required some CPP changes in the LyraEquipmentInstance and CharacterParts classes.
Some Lyra Abilities do not work with Mover because they are CMC based, like the Dash and the Launchers. There will be new Mover based movement abilities in the future.
Camera Inputs are : F (First Person) / + (Next Third Person Mode) / - (Previous Third Person Mode)
Additional details:
The GASPALS plugin is still fully functional inside the Lyra project and can be used as a reference for setup and integration.
This build is intended as a clean, practical reference for combining Lyra, Mover and GASPALS locomotion while preserving Lyra’s default architecture.
Project Files :
https://drive.google.com/file/d/11DbAYrBD_dLR7TJMXBARsnzRwVsRIz3P/view
Comments (13)
Hi, do you have any plans to support the chaos mover compatible character setup?
Yes in the future when it's a bit more developed👍
Can you help me understand if there's a "recommended" approach here? I am in the early stages of building my souls like RPG and I'm having trouble evaluating what path I should take here. Ultimately I settled on GASP, and I was ecstatic to find your GASPALS work. Seems like exactly the starting point that I've been looking for, and as a long time software engineer (non-game dev background) I appreciate your attention to clean and modular design. But now I see GASPALS*Lyra? Is this for people who are already using Lyra? Or are you taking the best parts of Lyra and weaving them into GASPALS? I realize this isn't exactly a straightforward question.. if you were to start building a souls-like game today, which of your own releases would you use as* your starting point?
Hey there! Thanks for the kind words. And glad you like GASPALS :) Basically GASPALS is developed as a pure Locomotion / Animation framework. And since most devs will need to build a game with it, I was thinking of building a complete framework around it. And since I am used to Lyra and think that it has a great GAS (Gameplay Abilities System) and Game Features modular architecture, I thought maybe it's better to build this framework around Lyra rather than from scratch. Now, the issue with Lyra it that it is a bit confusin the get into, and although its code is really good, it's content (blueprints) are all over the place and not really well documented. So this is why I just released a Refactored version of it. My advice if you are already a developer (even if not a game dev) is take the time to learn Lyra as it will save you an immense amount of time in the future because of all the things that are already there, and it will teach you a lot about how Epic do things themselves. Plus GAS is certainly the best way of making an RPG in Unreal and Lyra has the best implementation of it. Thanks for the support and good luck on your venture 🫡
I'm not sure if I'm the only one, but the bots aren't understanding the nav mesh in my levels, or the default ones. If it's a level I add they are just stuck, but if it's a level that was included, they just kinda stop in place. Not sure what's going on (i have nav mesh set up)
other than that, this is amazing. but i'd really like to get the bots working
Does exactly what it says on the tin! Really nice work! Was easy to integrate into my own project setup. Many thanks.
Great to hear that!
You're incredible man!
Thank you, I'll give that a try, how long do you think the refactored version will take? Sounds perfect and I think I'd rather move my stuff into your version as that's what I do everytime there is a new Lyra version update as most of my things are in their own plugin and then I reference accordingly etc.
You're welcome! Refactoring should be done by next weekend or beginning of next week at max.
Wow, you work fast! Thank you so much for doing this, it's impressive to see your last version so this should be truly amazing, hopefully I can setup the default movement to Walk in this one, thanks again! I appreciate your hard work.
Thanks! Just make sure the Gait is set to Walk on the character class and it should do the trick.
