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Yuewu(罗传月武)
Updated: Jun 12, 2025

System Comparison


GMS(GenericMovementSystem)

ALS(V4)

Lyra

Framework

As a framework, it can be used directly or expanded. It does not assume the specific needs of your game.

It is a premade system, not a framework, more like a reference book.

It is a premade system that can be well expanded in the Lyra project, but it is more troublesome to use the Lyra set in other projects.

Data-driven

Yes, DataAsset is mainly used to complete more settings and animation resource configuration for the movement system.

Very limited, only allowing you to configure some control parameters.

In some cases, ItemLayer allows players to overload action resources.

Overlay System

Support, can use anims to override other animations in various states, and also support animations and weights played by various parts of the body through curves similar to ALS.

Support, it uses animation curves to control the mixing and weight of various parts of the body.

Not directly supported, need to modify the original animation blueprint to implement it yourself.

Modularization

Yes, locomotion, layering system, etc. are all made in a composition way.

No, it is an integrated design, and you must make a stack on its base locomotion to use it. Replacing the base locomotion is more troublesome.

Yes, but not enough Modularization. Because it is prepared for shooting games.

Adaptation

Compatible with most existing Unreal Marketplace animations, including not only humanoid characters but also quadrupeds.

In most cases, you have to follow the ALS method.

Comparatively suitable, but only for humanoid characters, and suitable for shooting projects.

Learning Curve

This system has a certain abstraction, which may seem difficult at first, but with enough documentation/tutorials to help you get started, you will find it very simple after getting started.

It's so complex that it requires so many people to create tutorials for it.

If you directly build a project based on Lyra, or think that all the features of Lyra are sufficient, then it is relatively simple. Otherwise, you will still spend a lot of energy adding/modifying features, just like me, and finally made GMS.

About motion matching

UE5.4 released a very excellent Motion Matching (AnimSampeProject) sample project, but currently Motion Matching relies too much on motion capture animations. Most of the animations sold in the Unreal Marketplace are not motion capture animations, and for independent small teams or individual developers, you may not need 500 + AAA actions to complete the game you want.

For GMS, integrating MotionMatching is simply replacing the States anim layer with MotionMatching implementation. I already have an early MM integration and was released in GMS 1.1 update.

Since MM is something new in Unreal Engine, the integration of MM is only provided as an experimental feature.

You can see experimental MM integration in this video.