Overview
GMS is the only movement system in the Fab Marketplace that simultaneously supports both CMC and Mover, meaning that while maintaining identical animation configurations, you can freely choose at the movement control to based on CharacterMovementComponent (the Actor must be a Character) or MoverComponent (the Actor can be a Pawn).
Movement System

As shown in the figure above, you can choose to use CharacterMovementSystem or MoverMovementSystem, but the upper-layer API uses MovementSystem.
The shared settings contained in both components will be covered in this document; for other settings, please refer to the respective movement system documentation separately.
- If using Character, please first refer to: Character Movement System
- If using Pawn, please first refer to: Mover Movement System
Among the component's default settings, the most important is MovementDefinition: it controls how your character moves and how animations are played in a data-driven manner.
API
The API of the movement system component is as follows(Category GMS|MovementSystem):
Loading Blueprint
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Animation Graph Settings
You need to configure the animation graph settings (GMS_AnimGraphSetting) for the component.

The animation graph settings define the mapping relationship between “Animation Layer Settings” and “Animation Layer Instances”, as well as parameters related to orientation warping.
Additionally, GMS provides by default AG_Mannequin_UE5 and AG_Mannequin_UE4, which are suitable for any character compatible with the UE5/UE4 standard skeleton:

Note
Refer to the Animation Graph Settings for more details on the underlying principles.
Orientation Warping Settings
GMS utilizes the orientation warping feature to achieve 8-directional movement effects using animations from 4 directions. If you are using a different character and the spine bone chain structure does not match the UE5 skeleton, you should also create a new animation graph setting and configure the bone chain according to your actual skeleton.

If your animations do not include or lack valid root motion, you can also switch the Mode from Graph to Manual.
Main Animation Blueprint
Locate the SkeletalMesh component of the character and assign the animation blueprint to ABPT_GMS_Main.

GMS includes many animation blueprints. If you do not need to learn how I built this system, simply have your character use ABPT_GMS_Main directly.

Note
In fact, the movement control system is completely agnostic to the animation system. If you do not require any of the features provided by the GMS animation system, you can also use your own animation blueprint and retrieve information from the GMS movement system component to update the character's animation.
Context Effects Component
The Context Effects Component (GES_ContextEffectComponent) is used to drive the playback of footstep visual effects and audio for the character.
You need to configure a context effect library for it. GMS already provides CFX_MMS_Sfx, which can be used directly.

It defines different footstep sound effects that trigger varying sounds when stepping on different material surfaces. You can also add visual effects to it.

In the Project Settings, under the ContextEffectsSettings section, you can find the mapping from physical materials to GameplayTags.

Refer to the Context Effects System for more details.
