GASPALS has reached 1.0 ! Finally 🎉 | Unreal Engine 5.7
Hello everyone!
It's with great pleasure that I present to you what I consider the be the 1.0 of GASPALS. This project has been ongoing for over 3 years now. And I've been learning so many different things in order to implement the features I had in mind the right way.
With this update, the project covers what I had in mind when I started and establishes great foundations for what comes next.
Here's a non-exhaustive list of the most important features:
Overlay System with Bodies, Equipment and Poses.
First Person System with Rendering, Procedural Animations and Control Rig ADS.
Camera System with Third Person, First Person, Top Down, Side Scroller. All with different styles pre-configured.
Ragdoll System with getup animations that also communicates with the camera system to select which perspective we want during ragdoll.
Equipment System that can serves as a base to build-upon or can be replaced with a more complete Inventory System.
Traversal System that traces dynamically for geometry and that now also works smoothly in First Person.
As for the specifics:
First Person System:
Fully done with Control Rig and only requires a couple poses.
ADS is done fully procedurally in Control Rig.
Head and Shoulder Stabilization is done fully procedurally in Control Rig.
All rotation issues have been fixed, you won't see your character's back anymore ^^
Rotation is smoothly blended during Traversal and locked to allow the animation to finish properly.
Fixed Camera Modes:
Both Top Down and Side Scroller are supported.
Both modes support Strafe and Free Rotation Modes.
Both modes support 2 different Mouse Aiming Modes:
MousePosition, where the character will look where the mouse is positioned on screen, this mean only Horizontal Rotation for Top Down and only Vertical for Side Scroller.
MouseHitWithPositionFallback, where a trace is performed to see if there is geometry under the mouse. This allows the character to look at specific objects no matter where they are. If no hit is detected, fallback to MousePosition.
This update also moved a lot of other things to Control Rig, this makes the ABPs much simpler and is also future proof for when Unreal moves to the new animation system UAF.
Alongside, these there were numerous minor updates and fixes to stairs, strafe rotation, camera behavior etc...
I'll also be recording some breakdown videos and will be updating documentation soon.
With these foundations now solid. We can move on to more exotic gameplay features. I have some cool things planned.
I would like to thank all of you for the support and wish you happy game dev 🫡
4nas out.
Comments (10)
SO WHERE is LYRAGASP that is the project most of people as me being waiting for months there is no more updates on LYRAGASP please confirm that point !
That's what I am working on next. I did the GASPALS update first. The upcoming Lyra update will have GASPALS 1.0 and Lyra systems completed (Inventory, Cosmetics, Weapons, etc...)
Excellent work!!!
Thanks mate 🫡
Sooo incredible! Nice work!!
Thank you for support 🫡
Congrats on reaching the 1.0 milestone! This release looks absolutely incredible, can't wait to dig in. Thank you for all of the hard work you've put into providing this framework to devs.
Thanks mate! Glad you like it 🙏
Amazing! Landmark in the modern character controller community. This really nails a sweet spot. My request for next: climbing organic surfaces with overhang :D
Adding to the already very long backlog ^^
