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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.

Input

/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