Skip to content

GASPALS

Epic's Game Animation Sample, extended with ALS-style overlay layering and a set of modular, networked gameplay systems. Unreal Engine 5.8, Blueprint only.

Get started Tutorials Reference

GASPALS is a character template. It starts from the Game Animation Sample (GASP): motion matching locomotion, traversal and the sample's characters. On top of that it adds overlay layering in the style of the Advanced Locomotion System (ALS): the character holds a rifle, a torch or a box while every locomotion animation keeps playing underneath. Around that core sit the systems most third- and first-person games need: a camera system, cover, equipment, first person with aim down sights, ragdoll and takedowns. Every system runs on both movement back ends (Mover and the Character Movement Component) and works in multiplayer.

Everything is a Blueprint inside one content plugin, mounted as /GASPALS. There is no C++ module to compile.

What you get

  • Motion matching locomotion


    The Game Animation Sample's motion matching on two pawns: one on Mover with Network Prediction, one on the Character Movement Component. Walk, run, sprint, crouch, strafe, slide, jump and traversal.

    Mover and CMC pawns

  • Overlay layering


    ALS-style overlay poses blended per body part with curves, on top of motion matching. Item and stance poses, three body styles, aim sweeps and hand IK.

    Overlay system

  • Cover


    Soft cover by walking into walls, sticky cover on a button, cover run to the crosshair, corner turns, vault over cover, and aim from cover that picks the least exposed pose.

    Cover system

  • First person


    True first person on the full body, generated at runtime from your third-person meshes. Three modes, aim down sights, first-person overlays, and per-character eye offsets.

    First person system

  • Equipment


    Data-driven items: a data asset per item links the overlay poses, the attach sockets and the actor to spawn. Rifle, pistol, bow, torch, binoculars, box and barrel included. Selection menu and hand IK.

    Equipment system

  • Camera


    Gameplay Cameras with a Blueprint camera director: third person with three distances, first person, top-down and side-scroller, shoulder swap, crouch and cover offsets, crosshair and aim ray.

    Camera system

  • Ragdoll and interactions


    Networked ragdoll with get-up animations, takedowns and shoves between characters, and demo tools to shoot and spawn characters.

    Ragdoll and interactions

  • Retargeted characters


    Manny, Quinn and the MetaHuman Kellan run every system through runtime retargeting from the animation skeleton. Add your own character with an IK Retargeter and a few settings.

    Characters and visual overrides

Where to start

You want to... Read
Install the plugin and play the demo Installation, then Quick start
Understand how the pieces fit Architecture
Put your own character in Add a retargeted character
Add a weapon or a carried item Add an equipment item
Build levels with cover Set up cover in a level
Start your own game on GASPALS Use GASPALS in your own project
Look up a setting Blueprint reference
Fix something that does not work Troubleshooting

Requirements at a glance

  • Unreal Engine 5.8.
  • No C++. The plugin has no code module; a Blueprint-only project can use it.
  • Engine plugins used by the content are listed in GASPALS.uplugin and are enabled with it.
  • Project settings: a few settings live in the project's config files (collision channels, data-driven console variables, navigation). Installation lists them and gives the lines to copy.