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Character Setup

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Yuewu(罗传月武)
Updated: Jun 12, 2025

Add Required Components

First, ensure your Actor is a Character class, then add GMS_CharacterMovementSystemComponent (Character Movement System Component) and GES_ContextEffectComponent (Context Effect Component) to your Character.

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Configuring the Movement System Component

The Character Movement System Component drives the character's movement control system and animation system. Here, you can set some default values.

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Movement Definitions

The most important aspect is the MovementDefinitions array. Every character should have at least one movement definition that includes all required movement set settings.


Movement Modes and Gameplay Tags

In GMS, GameplayTags are used to represent different movement modes, allowing for a consistent semantic description of the "Character Movement Component" and future movement modes in Mover 2.0.

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This is the default mapping for CMS (Character Movement System). When the movement mode of the CharacterMovementComponent (CMC) changes, it modifies the LocomotionMode of the CMS component based on this mapping.

Anim Graph Settings

You need to configure AnimGraphSetting for movement system component.

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Animation graph settings define the mapping between "animation layer settings" and "animation layer instances," as well as parameters related to orientation warping.

GMS provides a default graph setting called AG_Mannequin_UE5 and AG_Mannequin_UE4, which is suitable for any character compatible with the UE5/UE4 standard skeleton.

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If your character's skeleton structure is not compatible with the UE5/UE4 standard skeleton structure, then you will need to refer to this configuration and create a new anim graph setting for your character.

Orientation Warping Setup

GMS utilises the Orientation Warping feature to animate in 4 directions to accomplish 8 direction movement. If you are using another character and the spine chain structure does not match the UE5 skeleton, then you should also create a new animation graph setting and complete the spine chain configuration based on your actual skeleton’s bone structures.

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If your animation pack does not contain or have a valid root motion, then you can also set the Mode from Graph to Manual.

Configuring Main Animation Blueprint

Find your character's SkeletalMesh component and set the animation blueprint to ABPT_GMS_Main.

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GMS includes many animation blueprints. If you don't need to learn how this system was created, you can simply have your character use ABPT_GMS_Main.

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Configuring the Context Effect Component

The GES_ContextEffectComponent drives the character's footstep sound effects and audio playback. You need to configure a context effect library, and GMS has provided a CFX_MMS_Sfx that can be used directly.

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It defines different footstep effects that trigger different sounds on various surface materials, and you can also add visual effects to it.

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

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Configuring Character

GMS has its own rotation system, so ensure that the following settings are turned off on the character.

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Configuring Character Movement Component

Also, find the character's movement component, turn off the following settings, and set RotationRate to 0.

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To make sure AI can properly play start/stop animation, you should set the following options as image shows.

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It's recommended to tick the following options.

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