Project tour
All GASPALS content is in the plugin, mounted as /GASPALS (in the Content Browser: Plugins > GASPALS Content, with Show Plugin Content on). The top level splits in two: Systems holds the GASPALS systems, and the other folders hold the Game Animation Sample foundation they build on.
/GASPALS
├── Systems/ GASPALS systems (one folder each) and shared helpers
├── Blueprints/ pawns, character Anim Blueprints, movement modes, game mode, controller, data
├── Characters/ UEFN mannequin (animation skeleton, all animations), UE5 mannequins
├── MetaHumans/ the MetaHuman Kellan and shared MetaHuman assets
├── Input/ input actions and mapping contexts
├── Levels/ demo levels and the grey-box kit
├── Audio/ foley system and sounds
├── Widgets/ editor panels of the demo (Game Animation Widget, controls, read me)
├── IsolatedExamples/ self-contained examples (look at points of interest)
└── Misc/ animation curve compression settings
Systems
Each system is a folder with its component, data and assets. They are independent: a pawn uses the ones it needs.
| Folder | Main assets | Page |
Systems/CameraSystem | AC_CameraSystem, CameraAsset_SandboxCharacter, CameraDirector_SandboxCharacter, Rigs/, W_Crosshair | Camera |
Systems/CoverSystem | AC_CoverSystem_Base, _Mover, _CMC, W_CoverMarker, enums | Cover |
Systems/EquipmentSystem | AC_EquipmentSystem, Data/ (data assets, chooser, enum), Actors/, UI/ | Equipment |
Systems/FirstPersonSystem | AC_FirstPersonRendering, ABP_FirstPerson_UEFN, CR_FirstPerson_*, Tools/ | First person |
Systems/OverlaySystem | AC_OverlaySystem, ABP_LayerBlending, OverlayPose/, OverlayBody/, FirstPerson/, UI/ | Overlay |
Systems/RagdollSystem | AC_RagdollSystem (CMC ragdoll) | Ragdoll |
Systems/TraversalSystem | AC_TraversalLogic, AC_TraversalTracer, BP_TraversalTester | Traversal |
Systems/ (root) | BPFL_GASPALS (function library), BPML_GASPALS (macro library), BPI_ModularSystems (initialization interface) | Shared reference |
Blueprints
| Asset or folder | What it is |
SandboxCharacter_Mover, SandboxCharacter_Mover_Ragdoll, SandboxCharacter_CMC | The pawns. See Mover and CMC pawns. |
SandboxCharacter_Mover_ABP, SandboxCharacter_CMC_ABP | The character Anim Blueprints. See Animation pipeline. |
GM_Sandbox, GM_Sandbox_Ragdoll, PC_Sandbox | Game modes (pawn and character lists, pawn switching) and the player controller. |
BPI_SandboxCharacter_Pawn, BPI_SandboxCharacter_ABP | Interfaces between the pawn, its Anim Blueprint and the systems. |
AC_VisualOverrideManager | Spawns the visible character (Manny, Quinn, Kellan). |
AC_PreCMCTick, AC_PostABPTick | Tick-order helpers: run pawn logic before the CMC, or after the Anim Blueprint. |
MovementModes/ | Mover movement modes (Walking, Falling, Flying, Slide, Cover, Ragdoll) and transitions. |
RetargetedCharacters/ | The visual overrides and their retarget Anim Blueprints. |
ControlRigs/ | CR_Biped_FootPlacement, CR_Humanoid_AimOffset, CR_Humanoid_HandIK, CR_Humanoid_LookAt, CR_Humanoid_CoverLower. |
Data/ | Structs and enums shared by the pawns and Anim Blueprints (S_CharacterPropertiesForAnimation, E_Gait...), choosers and curves. |
AI/ | NPC controller and StateTrees. |
SmartObjects/ | Bench smart object and the player's smart object component. |
AnimNotifies/, AnimModifiers/ | Notifies (foley, early transitions, motion warping, ragdoll) and animation modifiers from the Game Animation Sample. |
Cameras/ | An older copy of the camera assets. Nothing references it; the pawns use Systems/CameraSystem. |
Characters
| Folder | Contents |
Characters/UEFN_Mannequin | The animation skeleton. Animations/ holds the full animation set: locomotion (Idle, Walk, Run, Sprint, Crouch, Jump, Slide...), Traversal/ montages, Interactions/ (takedowns, shoves, bench), Ragdoll/ and GetUp/, Poses/, AimOffset/, and MotionMatchingData/ (pose search databases, schemas, channels). Rigs/ has the IK Rig, physics asset and full-body IK rig. |
Characters/UE5_Mannequins | Manny and Quinn meshes, their IK Rig and the RTG_UEFN_to_UE5_Mannequin retargeter. |
MetaHumans/Kellan, MetaHumans/Common | The MetaHuman Kellan and the shared MetaHuman assets, with Common/Rigs/RTG_UEFN_to_Metahuman_nrw. |
/GASPALS/Input holds the input actions (IA_*) and Mappings/ the mapping contexts. The pawns add IMC_Sandbox. See Controls and Input actions.
Levels
| Level | Purpose |
DefaultLevel | The main sandbox: traversal blocks, cover walls, teleporters, target dummy, input wall. Game default map. |
RagdollLevel | Ragdoll, physical animation, takedowns, physics obstacles. Editor startup map. |
NPCLevel | AI characters using smart objects. |
LookAtPOI_Level | The look-at example. |
LevelPrototyping/ | The grey-box kit: LevelBlock, LevelBlock_Traversable, buttons, teleporters, TargetDummy, obstacles, materials. |
InputWall/ | The in-level controls board. |
Naming
| Prefix | Asset type |
AC_ | Actor Component |
ABP_ | Animation Blueprint |
ALI_ | Anim Layer Interface |
BP_ / B_ | Blueprint actor or object |
BPI_ | Blueprint Interface |
BPFL_ / BPML_ | Function / macro library |
CR_ | Control Rig |
CHT_ | Chooser table |
DA_ / PDA_ | Data asset / primary data asset class |
E_ / Enum_ | Enumeration |
S_ / Struct_ | Structure |
IA_ / IMC_ | Input action / mapping context |
RTG_ / IK_ | IK Retargeter / IK Rig |
W_ | Widget |
GM_ / PC_ | Game mode / player controller |