GMS 1.1
1.The default Locomotion (Grounded and Inair) has been implemented as a separate states anim layer, ABPT_GMS_Layer_States_Default, completely isolated from the MainAnimInstance. This allows you to directly replace different Locomotion implementations by switching between different movement sets (for example, switching to MovementSet.Mannequin.Unarmed.Swimming when entering SwimmingMode).
2.The GMS_MainAnimInstance now provides several functions that allow any other AnimInstance to register a mapping of "animation state nodes -gameplay tags." This enables simple tag matching to determine whether various animation graph nodes are activated, providing great flexibility when configuring animation overlays. It also makes it easier for you to expand animation selection based on tags.
3.The asset configuration for the default Locomotion has changed from AnimSequenceBase to AnimSequence to prevent accidental selection of unsupported animation asset types. Additionally, previously, both Jump and Land had to be configured for default Locomotion; now, you can configure just Jump or Land, and if there are no corresponding animations, the respective state will not be activated.
4.All AnimLayerSettings now provide a Blueprint-overridable function, IsDataValid, allowing users engaged in custom development to validate data legality through Blueprint.
5.The basic controls for the demo character (Walk/Run, Sprint, Crouch) are now entirely implemented using pure Blueprint GAS, making the entire character event graph cleaner and simpler. A new simple ability manager has been provided to help you better manage the mapping between abilities and input.
6.The demo character previously lacked camera control logic; now, a new simple camera manager has been added, allowing you to switch between different camera modes based on the character's states. It will automatically handle camera blending and transitions.
7.The component hierarchy of the demo character has been greatly simplified, and a new simple ObjectAttacher component has been added, primarily for my own development convenience, while existing as a component that does not pollute the main character logic.
Experimental Motion Matching Support:
Thanks to this update, customizing or replacing the default Locomotion implementation has become very easy. I have now integrated Motion Matching (Game Animation Sample Project) as an animation layer (ABPT_GMS_Layer_States_MM) into GMS.
This means you can mix traditional state machines and motion matching in your project, using the same API for control, and it supports multiplayer.
This part is an experimental update and has not yet reached perfection; some methods and implementations will be improved upon formal release.
Currently, travel animation has synchronization issues over the network. Therefore, this update is only suitable for GMS users wanting to try it out.
GES 1.1 Change Log
GES is part of GMS,Previously, GES only supported playing attached VFX and SFX; now it supports Oneshot, broadening its usability.
For example, when creating the melee impact for the combat system, I only need one GameplayCue to play the VFX/SFX when the weapon hits a character, ground, or object. Depending on the character's SourceTags and TargetTags (different equipped weapons, whether defending or blocking), different VFX/SFX can be selected for playback.
How to upgrade?
Download new demo project, follow migration docs to override old content.
