Overview
This document explains the basic configuration of the CharacterMovementSystem component (Character Movement System) in GMS.
Component Configuration
This component is designed to work in conjunction with Unreal Engine's built-in Character class—more precisely, with the built-in CharacterMovementComponent of the Character.
Therefore, the first step is to add the GMS_CharacterMovementSystemComponent to your character.


The key configurations of the component are as follows:
- Specify the Movement Definition used by the character.
- Specify which Movement Set setting within the current Movement Definition to use.
- Specify the character's default Rotation Mode.
- Specify the character's default owned Tags used to drive animation selection.
All other configurations include in-editor tooltips.
Movement Modes and Gameplay Tags
In GMS, Gameplay Tags are used to represent different movement modes.

Therefore, in this section's settings, you need to map the CharacterMovementComponent (CMC) movement modes or custom movement modes here. When the CMC's movement mode changes, the GMS movement system component will modify the current LocomotionMode based on this mapping to perform different logical processing.
Note
This is very critical because the movement control part of GMS currently only handles the Grounded and InAir movement modes. If switched to other movement modes that GMS has not implemented, GMS will not affect the character's movement.
You can refer to the Extension Guide to see how to implement other movement modes, or integrate third-party components specifically targeted at certain movement modes.
Character Class Settings
GMS has its own rotation system, so ensure the following settings are disabled on the Character.

CMC Settings
Also locate the character's Movement Component, disable the following settings, and set Rotation Rate to 0.

It is recommended to enable the following settings to ensure Stop animations are more easily presented.

AI Settings
The animation part of GMS's base locomotion relies on acceleration. To ensure AI can properly play Start/Stop animations, you should configure the following options:

