GASPALS 1.1 | Unreal Engine 5.8 | Introducing Soft Cover
Hello everyone!
Back again with GASPALS 1.1. With the 1.0 foundations now solid, this update is the first step into the more exotic gameplay territory I teased last time. It also brings the project up to Unreal Engine 5.8.
Here's a non-exhaustive list of what's new:
Soft Cover System (AC_CoverSystem).
New Overlay System driven by a Struct instead of Anim Curves.
UE5 First Person jitter fixed.
General optimizations and project cleanup.
As for the specifics:
Soft Cover System (AC_CoverSystem):
Built as a modular component, just like all the other systems in the project.
This will serve as the base for a robust soft cover system inspired by games like The Last of Us. For now it's purely a locomotion system, meaning it adjusts the character's rotation when entering cover, makes sure the character always faces the cover, and prioritizes inputs so moving along cover feels smooth.
Works for both CMC and Mover.
Supports Left / Right camera shoulder switching.
Fully configurable through AC_CoverSystem. You can disable it entirely by unchecking bEnableCover, and there are plenty of other variables to tweak, plus a Debug flag so you can see the system in action.
Again, this is just the pure locomotion base for now. It'll be updated down the line with Animation / Control Rig polish to keep the character properly tucked under cover, put their hands on the walls, and only enter cover when it actually makes sense, for example when in combat.
New Overlay System (Struct based):
I was never a big fan of how layering values were read from the animation curves. It also meant that reusing the same pose somewhere else with different values required duplicating it.
The system now uses a struct that holds a pose alongside a Map of curve values.
This makes it possible to reuse poses, which cuts down the number of poses needed across the project.
It also makes tweaking entire overlay setups much easier, since you can edit the curve values for all poses from one single place: the overlay animation ABP.
UE5 First Person Jitter Fix:
This was coming from the proportion difference between the UEFN and UE5 mannequins.
UE5 now uses its own Control Rigs, which solves the issue cleanly.
Optimizations & Cleanup:
Made sure all ABPs are now fast path and thread safe.
Removed the UE4 assets and the Locomotor, since they were just bloating the project files.
Thank you all again for the support, it genuinely means a lot. Happy game dev 🫡
4nas out.
Comments (13)
are we getting an update on the controlled ragdoll? from gasp last update? i have so many issues putting the 2 together either camera breaks aim breaks or ragdoll loses control.....
Yes I am working on it, not very straightforward but I'll get it done properly. Aiming for second half of this month.
Hi, How can i get tutorials about new overlay pose system? i need custom overlay poses
I haven't yet got to make tutorials. But basically replicating any existing overlay pose should do the trick. There is an old tutorial on my channel from creation new overlays. But only the first half is relevant since I changed some parts that appear in the second half. If you encounter any challenges. Just shoot a message in Discord and me or the community will help you get there.
Does this version work with Lyra in 5.8?
I am working on the Lyra x GASPALS 5.8 update with this new version.
HandsTied and Injured seems to have no effect anymore
I was trying to update that system and make it so those poses overlay over everything else. But it's a bit more complex since I have to disable some weapons, items based on if the pose has the hands free or not. I will be putting more time into that later on 🫡
Sorry for the double comment: I would also love to know how I might override the legs. I want to design a monster hunter inspired greatsword moveset in my project, which requires a wider stance and slower gait. So far I've only been able to find overlay plumbing for the top half of the body in GASPALS. Am I missing something obvious? Or is it not currently possible to override the players gait/stance?
The legs are causing issues for Mover with Control Rig Leg IK. But it's working fine for CMC. If you want to re-enable them for CMC. Just go to ABP_LayerBlending and you will find the legs unplugged on the top right. You can plug it back there.
Suggestion: make the camera reticle a CVar toggle! I modified GASPALS in my own project so that I could hide the toggle. Since I can't submit a PR, I explained my approach in this gist: https://gist.github.com/db-lyon/e61617d2ce90714854d095b6564b880a Please consider including these (or similar) revisions in the next update! :)
Thanks for The gist. I'll include that in the next updates ;)
Wonderfuuuul!!!
