Lyra x GASPALS x Mover - Refactored | Unreal Engine 5.7
Hello everyone!
I’ve completed the refactoring of the Lyra Mover 2.0 implementation using the new GASPALS Mover project with all its features; Gameplay Cameras, First Person, Active Ragdoll, Slide...
This refactored project is a cleaned up and re-organized version of Lyra which is meant to be used as a clean base for building large scale projects on top of Lyra's architecture but without all the confusing parts of Lyra's content. 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. So hopefully this version will serve as a more developer-friendly and future-proof version.
This project will be kept up-to-date with new GASPALS features and will also have new features of its own including:
Completed Inventory System that will allow the creation of different types of inventories
Completed GAS based Interaction System
Completed EOS Integration to be able to test online without the need to build the project from source
Projectile Weapons
And more...
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.
Project Files :
https://drive.google.com/file/d/1dyCkGK6u1vZUwdT5jYDpXuqyyyJovJ-j/view?usp=drive_link
Comments (16)
Good stuff man, love this project direction!
Thanks mate! A lot more awesome stuff to comes!
Getting a 'try rebuilding from source manually' when I try to open (5.8)
This project is 5.7. You'll probably have to rebuild from Visual Studio or Rider to open it with 5.8. I will updating to 5.8 by the end of the month.
is there an easy way to make my projects Mover character to use Lyra’s weapon animation layers. Your project already has this working: the Mover character can run, jump, crouch, aim, and also use Lyra-style weapon animation layers for pistol/rifle/etc. mine has similar pieces, but they are not wired together yet. Mine also has its own weapon system and its own aim/spine/head animation setup, so we cannot blindly overwrite everything. Do you have a video or guide too do this correctly
The Lyra locomotion system is completely different from GASP and Lyra weapon layers basically replace all locomotion animations. I don't trying to merge both would be a good idea. What you can do is make poses out of Lyra to use with the GAPSALS system.
When aiming, turning character quickly causes strange behavior in the torso. How can we fix this?
I am aware of this, and it's not a simple thing to fix as it's highly dependent on the turn in place system. I will try to find a clean solution in the near future.
when inventory system & interaction
Hopefully soon, in about a month for the full features. I am finishing the animation parts of it for GASPALS and then will be setting that up in Lyra.
Hi Mr Hive, regarding the "Weapon Attachment and Hand IK are now character specific, meaning that all characters will hold the weapons properly and have IK solved correctly": Does this mean that if I edit my Ik Hand gun bone on the UEFN skeleton to have weapon rotational data, that data will also live retarget so that the sword (For Example) sways correctly and as designed?
Hello, Yes weapons are attached to the retargeted character and the IK is run on retargeted characters as well. It's not using the IK_hand_gun bones though it's using the weapon_r weapon_l bones. The attachement happens in the AC_EquipmentSystem and the IK is run directly in the retageted character ABPs.
Hi, just got to this, and its excellent thank you, just one quick question Quinn's pose appears to be broken, her arms are bent back armed and one handed and in unarmed, she is almost T pose, am I missing something, thank you.
Hey there! Thanks for the support! I'll check this and update the project.
Wow! Crazy timing. I literally just commented on your previous Lyra post. At the risk of being redundant, I want to know if you recommend that everyone use this GASPALS*Mover*Lyra as a starting point? Or is GASPALS*Mover (without Lyra) sufficient/preferred for users who don't already have Lyra dependencies. Note: I am building a melee-oriented action RPG, if that context helps.
I just spotted your reply in the other friend. Thanks friend! 🤠
