Basic Locomotion System

This documentation contains information about how to setup basic locomotion in Generic Movement System.

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Created: Apr 21, 2025Updated: Apr 14, 2026

Table of contents

Overview

Movement Set Settings allows you to choose different states layer settings for different implementation. In here we only discuss the default implementation(GMS_AnimLyaer_States_Default), it's a Lyra style locomotion with many improvements.

When you select AnimLayerSetting_States_Default, you can configure the following content. Here, I will provide screenshots only:

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Idle and Idle Breaks

This is a sample idle and idle breaks configuration.

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Jumping and Falling

Here you can configure animations for jumping and landing.

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Turn in Place

GMS supports both delayed and non-delayed turn-in-place.

For current turn-in-place solution, it can be animation to catch up actor rotation, or animation driving the actor rotation via curves (depends on your movement control setting).

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Note

This feature requires you to EnableOffsetRootBoneRotationin anim general settings. You should alsoEnableRotationWhenNotMoving in your movement state settings.

Note

For Turn-In-Place animation sequences, you should enable RootMotion,ForceRootLock and apply AM_TurnYaw animation modifiers to sequence.

Vidoe Tuotrials

The following videos are outdated but still useful.

Note

Starting from GMSV1.3, there is no longer a distinction between Montage/Graph turn-in-place, delayed/non-delayed is automatically selected based on the current control settings and the activation delay time.

Video

Video

Lean Animations

Here you can specify a BlenderSpace1D/2D and set the max/min lean angle.

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GMS will use the LeanState (Vector2D) of the main anim blueprint to multiply with the max/min lean angle you specify, and use the result after speed scaling (a value of -1 to 1) to drive the horizontal/vertical values in the blend space.

Moving States Animations

You can configure multiple movement animations corresponding to movement states in MovingStates.

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Note

You must contain atleast 1 moving state to make gms works properly.

Pivot Animations

note

For pivot animation sequences, you need to add the anim notify state AN_EarlyTransitionOut where the Pivot is going to end to control the naturally ending of the Pivot state.

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