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Release notes

1.0 fixes (October 2026)

Fixed

  • Multiplayer: the Mover pawns' camera and traversal components and the CMC pawn's visual override manager now replicate, as on the other pawn. The camera perspective replicates both ways on the Mover pawns, and a client's character change reaches every machine on the CMC pawn.
  • Traversal no longer starts twice for a pawn the server controls locally (listen-server host, standalone play, server AI).
  • Equipment: a client sends its selection to the server once instead of twice. Unequipping resets the hand IK targets instead of keeping the last item's values. The item cleanup function is now spelled DestroySpawnedActors.
  • Menus: destroying a pawn while the equipment or overlay menu is open removes the menu and restores normal world speed (CloseEquipmentMenu, CloseOverlayMenus).
  • First person: visual override characters no longer get a duplicate first-person body mesh.
  • Top-down and side-scroller cameras (CMC): other machines' copies of a CMC pawn no longer log an error every frame while that pawn uses a fixed camera; only the locally controlled pawn sets its control rotation.
  • Overlays: Injured (one hand held to the side) and HandsTied (hands behind the back) are real overlays now. A broken reference to deleted source animations on their crouch poses was cleared.
  • Copy-pose characters: ABP_CopyPose_UEFN has Copy Curves on, so the hand IK curves reach characters on the UEFN skeleton.
  • Several variable and function descriptions that repeated their own text were fixed.

Changed

  • Cover is on by default: Enable Cover is now true on the cover component class, and Auto Crouch Low Cover is on for every sample pawn. The Mover ragdoll pawn uses the same cover facing as the Mover pawn.
  • The Mover debug flying toggle moved from the gamepad left stick click to Z (keyboard only); the left stick click only toggles strafe.
  • Overlay changes are instant: the unused transition animation nodes were removed.
  • Kellan's Blueprint is renamed BP_RetargetedCharacter_Kellan.
  • CameraShake_Basic moved to /GASPALS/Systems/CameraSystem.

Removed

  • The old camera copy /GASPALS/Blueprints/Cameras, ABP_Equipment_HandIK, the unused IMC_GASPALS_* mapping contexts, the ... (2) duplicate input assets and IA_Traverse (traversal runs from IA_Jump).
  • CameraRig_FP_Offset_Crouch: the first-person camera follows the head, which already lowers it when crouching.

Tested after these fixes: both pawns in single player, a listen server with a client on both pawns (traversal, camera perspective, character changes), the retargeted characters with a rifle in third and first person, and a packaged Win64 build.

1.0 (October 2026)

First public version for Unreal Engine 5.8, built on the Game Animation Sample (5.8).

Foundation

  • All content moved into the GASPALS plugin (/GASPALS); the plugin declares the engine plugins it needs.
  • Two pawns at feature parity: Mover with Network Prediction (plus a ragdoll variant) and the Character Movement Component.
  • Runtime-retargeted characters: Manny, Quinn and the MetaHuman Kellan.

Systems

  • Overlay layering in the ALS style: overlay poses and body styles linked as animation layers, blended per body part by curves, with aim sweeps; the legs layer is enabled.
  • Equipment: data-driven items (rifle, pistol, bow, torch, binoculars, box, barrel) with a selection menu, hand IK and first-person copies generated at runtime.
  • Camera: Gameplay Cameras with a Blueprint camera director; third person (three distances), first person, top-down and side-scroller; crouch, shoulder and cover offsets; crosshair and aim ray.
  • First person: full-body first person generated at runtime, three modes, aim down sights, per-character eye offsets, MetaHuman clothing support.
  • Cover: soft and sticky cover, cover run along the navmesh, chained corner turns, vault from cover, aim from cover with the least exposed pose, pelvis lowering adapted to the cover height, per-case wall distances, cover marker, first-person behaviors. Multiplayer on both pawns.
  • Ragdoll and interactions: replicated Mover ragdoll with physical animation, get-ups, takedowns and shoves; CMC ragdoll component.
  • Movement: slide with a cooldown against slide spam.

Quality

  • Snappier third-person weapon aim for the local player (aim lag 7.6 to 1.4 degrees).
  • Mover foot placement measures leg bone lengths, fixing bent knees under overlay legs.
  • Generated first-person copies have no collision.
  • Every system Blueprint has categories, descriptions and commented, formatted graphs.
  • The Win64 package builds.
  • Full documentation: getting started, concepts, a page per system, tutorials and a complete Blueprint reference.