Motion Warping

Introduction
In certain types of combat games, dynamically adjusting a character's direction and position during an attack is a common requirement. We can understand this as motion warping.
In GCS,Motion Warping was implemented by passive Gameplay Abilities, along with MotionWarping anim notify state.
Before you start, please take a look at official Motion Warping Documentation.
Motion Warping Abilities

In certain types of combat games, dynamically adjusting a character's direction and position during an attack is a common requirement. We can understand this as motion warping.
This type of motion warping generally includes the following variations, all of which are supported by the Generic Combat System (GCS):
- When there is a locked target, the character automatically faces the locked target.
- When there is no locked target, the character automatically faces the nearest hostile target based on game settings.
- When there is no locked target, the character automatically faces the direction of the player's input.
In GCS, you can add the ability GA_GCS_Feature_MotionWarping
to your character and include the ANS_GCS_MotionWarping
animnotify state in the required attack montage.
Feature_MotionWarping
will execute the logic for adjusting the character's direction based on whether the Motion Warping notification state is enabled (selecting the appropriate target or adjusting direction based on character input, etc.).
Enabling Motion Warping in Animations
You need to find the appropriate place in your ability's montage to add the ANS_GCS_MotionWarping
animation notification state.

By default, the warped target will be returned through the GCS_CombatInterface
's GetCombatTargetActor
. You can also specify a TargetingPreset
on the anim notify to select the optimal warping target in a data-driven manner.
Additionally, you can use ANS_GCS_MotionWarping_PlayerOnly
and ANS_GCS_MotionWarping_AIOnly
to achieve different behaviors for players and AI during motion warping, maximizing the reuse of your animation assets.