A small component that connects a shared system core to one movement back end. AC_CoverSystem_Mover and AC_CoverSystem_CMC are the cover adapters.
Aim sweep
Additive animations that raise and lower a weapon's arms with the aim pitch (AO_<Item>_<Stance>_Sweep).
ALS
Advanced Locomotion System, a community locomotion framework. GASPALS borrows its overlay layering: per-body-part blending driven by animation curves.
Anim layer interface (ALI)
An interface of linked animation layers. A character Anim Blueprint calls the layer; another Anim Blueprint that implements the interface is linked at runtime to provide the pose. GASPALS uses ALI_OverlayPose, ALI_OverlayBody and ALI_OverlayFirstPerson.
Auto cover (soft cover)
Cover taken by walking into a wall, kept while staying close, left by moving away.
CMC
The Character Movement Component, Unreal's classic character movement. SandboxCharacter_CMC uses it.
Component template
The copy of a component inside a Blueprint (shown in its Components panel). Its values override the component class defaults for that Blueprint. GASPALS settings are tuned on the pawns' component templates.
Cover run
Holding the cover button while aiming at distant cover: the character sprints there along a navmesh path and takes sticky cover.
Data-driven console variable (DDCVar)
A console variable declared in Project Settings (Data Driven CVars) rather than in code. GASPALS uses them for runtime switches and debug drawing.
Equipment item
Something the character holds: a data asset (DA_Equipment_*), an actor (BP_Equipment_*) and overlay poses.
First-person modes
TrueFirstPerson (the third-person pose seen from the eyes), FirstPersonOverlay (first-person arm poses on the full body) and FirstPersonOverlaySplit (separate arms and body meshes).
Game Animation Sample (GASP)
Epic Games' sample project for motion matching locomotion and traversal. GASPALS starts from it.
Layering curves
Animation curves (layering_*, enable_*) that set how much of each body part an overlay pose takes over.
Logic mesh
The hidden UEFN mannequin on the pawn. It is animated by the character Anim Blueprint; visible characters copy or retarget its pose.
Motion matching
Animation selection by searching a database of poses for the frame that best matches the character's current pose and future trajectory (the PoseSearch plugin).
Mover
Unreal's newer movement component framework with Network Prediction. SandboxCharacter_Mover uses it. Its behavior is split into movement modes (Walking, Falling, Cover, Slide...) and transitions between them.
Overlay
A pose layered over locomotion: what the hands hold (overlay pose) and the body style (overlay body).
Retargeting
Transferring animation from one skeleton to another with an IK Rig and IK Retargeter. GASPALS retargets from the UEFN mannequin to Manny, Quinn and MetaHumans at runtime.
Sticky cover
Cover taken with the cover button. It holds the character to the wall until it is left on purpose.
Traversal
Vault, hurdle and mantle moves over obstacles, chosen by a chooser table and played as montages with motion warping.
UEFN mannequin
The mannequin skeleton of Unreal Editor for Fortnite. GASPALS animates on it.
Visual override
A separate actor that shows a different character on top of the pawn, driven by the pawn's logic mesh. Manny, Quinn and Kellan are visual overrides.
VB Camera
A virtual bone from root to head that carries the first-person camera position.