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Preparation & Migration

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Yuewu(罗传月武)
Updated: Jun 12, 2025

Preparation

Enable Plugins


GMS准备工作.001

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

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.

Familiarize Yourself with Project Content

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

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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/EffectsSystem

Core:required blueprint for footsteps to work. Extras: premade setup for footstep vfx/sfx.

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.


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

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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:

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.