Preparation & Migration

Cover.GMS
罗传月武(YueWu)

Author

罗传月武(YueWu)

专注游戏开发和Web技术。

Created: Apr 20, 2025Updated: Jul 25, 2026

Table of contents

Preparation

Enable Plugins

GMS准备工作.启用插件

Make sure you installed GenericMovementSystemandGenericGameSystem from Epic Launcher, and enable these 2 plugins in your project.

Note

Only the demo files of GMS require Generic Game System plugin.

Get Provided Project

Check Help and Verification to know where to look for help and verification.

Users verified through Discord will receive a complete project that includes core asset files, additional assets, and a demo.

Note

The provided project is sufficient for understanding how GMS works. This document is merely an overview and cannot replicate all functionalities of GMS one-to-one, so please use it in conjunction with the provided project.

Familiarize Yourself with Project Content

It is also strongly recommended to study this document alongside video tutorials.

准备工作.项目结构
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Folder

Description

GenericGame/Shared

Contains UE5/4 Mannequins assets, Resuable utility blueprints, some from Epic content (please follow Epic's licence to use)

GenericGame/CommonSystem

Assets belongs to GenericGameSystem, Contains common asset like UI,Camera,Footstep vfx/sfx etc.

GenericGame/MovementSystem/Core

Core assets of GMS, you should not modify the contents of it. It may be overwritten when updating to a new version.

GenericGame/MovementSystem/Extras

Includes Mannequin animation from Lyra, complete with movement definition configuration in GMS. Provided as a case study.

GenericGame/MovementSystem/Integration

Contains some of GMS's integration configurations for third-party animations, which can be removed during the migration process if you don't need it.

GenericDemo/GMS

Blueprints, characters, and levels for the demo to help you learn quickly. Can be completely removed when migrating.

Other Toplevel folders

These are free resources that are used for demo purposes and can be completely removed during migration.

Note

Avoid modifying the contents under the GenericGame folder. Instead, copy or inherit from the provided content and modify it to prevent overwriting during updates.


Note

Avoid modifying the contents under the GenericDemofolder as it's for reference only. If you think the demo setup also meets your needs, then you can also copy the whole demo folder somewhere else and start modifying these files.

Migrate to your project

To migrate to an existing project, only the contents of the GenericGame folder are essential. You can use Epic's built-in migration tool or safely copy and paste directly in the file browser.

Additionally, DefaultEngine.ini and DefaultGame.ini all .ini , and files under Config/Tags need to be migrated, and make sure you enable ImprotTagsFromConfig in your project setting.

GMS准备工作.004

Important Notes:

  1. During migration, warnings regarding stripped third-party assets may appear; you can safely ignore these warnings.
  2. After migration, to enable footstep sounds, you need to add SurfaceTypeToContextMap to the project settings (Project Settings -> Game -> GES Context Effect Settings).
  3. Check GMS_Demo.uproject to confirm which plugins should be enabled.

You can also check:

Video

How to use this system?

  1. For beginners: You need to understand the basic blueprint knowledge and GameplayTags usage. Then prepare the animation package for your character, then refer to the pre-configured movement definitions of GMS to create your character's animation movement definitions, and then switch different movement definitions according to your game logic, so you can switch the character's control logic and animations.
  2. For advanced users: You need to understand basic blueprints or Unreal C++ programming knowledge, as well as the basics of animation blueprints. Then familiar with GMS design architecture and integrate other types of movement or add new movement modes based on the GMS framework.