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GMS 1.6 Release Notes

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Created: Sep 09, 2026Updated: Sep 15, 2026

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Generic Movement System 1.6

Changes since 1.5.1. Gait intent and CMC / Mover runtime parameters are now separate: characters can share Walk / Sprint meaning while acceleration and friction live on backend settings. GMS no longer silently writes the default engine CMC. This is asset- and source-breaking. Skip the GMS CMC or backend settings and characters will not accelerate from GMS.

Added

  • One movement vocabulary can drive Character Movement or a project backend. Control Settings gain BackendSettings. Official backends exist for Character and Mover. The editor aligns per-state rows to MovementStates. A one-to-one tag rename keeps the old row instead of dropping values.
  • Ziplines and other traversal can be CMC custom modes while animation still reads one Locomotion tag. Register enter, exit, transition, and PhysMode, then map to GMS.LocomotionMode.*. A zipline mode is included.
  • Buffs, slows, and AI catch-up can change max speed without cloning gait data. Runtime adjustment can override, multiply, or add to the current backend max speed.
  • The anim graph can wire GMS stride warping. Bone references live on Anim Graph Setting. 1.5.1 had the settings struct only.
  • The speed-classification curve and AI DesiredSpeed share one rule on the Control Setting. The curve is no longer hidden on a single character component.
  • Mac is allowed for runtime and editor modules. This release targets Unreal Engine 5.8.

Changed

  • The Character path only talks to the GMS CMC. The component casts the owner’s movement to UGMS_CharacterMovementComponent. On failure it logs an Error and no longer writes MaxWalkSpeed to the default engine CMC. Characters that keep the engine CMC stay put or keep their old speed.
  • MovementState is no longer a CMC parameter sheet. Speed is still the nominal class speed. Acceleration / BrakingDeceleration are deprecated and unread. Without a backend-row override, acceleration and friction stay at current CMC values.
  • No Character backend setting means no gait apply. A missing backend or state row logs an Error and returns, instead of looking configured while writing nothing.
  • SetLocomotionMode is deprecated. LocomotionMode is a backend mirror. Switch traversal through CMC SetMovementMode, custom-mode RequestEnterMode, or a Mover transition.
  • The component “allow refresh CMC” switch and speed curve are gone. External / AI speed control should use the Control Setting curve or runtime adjustment. There is no PropertyRedirect.

Removed

  • Stacked MovementDefinition push/pop is gone. PushAvailableMovementDefinition / PopAvailableMovementDefinition and the MovementDefinitions array were deleted. Switch the current definition with SetMovementDefinition.
  • Old Velocity / View Direction enums and hidden structs are gone. Rotation policy lives only on instanced Control Setting objects.
  • The 1.4→1.5 Pose Overlay / Sequence Stack editor migrators are gone. That migration is not maintained. CoreRedirects remain for assets that already moved.

Upgrade Notes

Asset- and source-breaking. Character Blueprints, Movement Control Settings, C++ includes, and old acceleration fields must be updated. Skipping it makes GMS error and refuse to write speed.

  1. Change the character’s Character Movement class to UGMS_CharacterMovementComponent.
  2. Open each Movement Control Setting, add UGMS_CharacterMovementBackendSetting under BackendSettings, and save so rows align.
  3. Move acceleration / braking that used to live on MovementState onto the matching backend-row overrides.
  4. If 1.5.1 stored the speed-classification curve on the Character movement-system component, move it to the Control Setting.
  5. Update C++ includes: CMC/GMS_CharacterMovementSystemComponent.h, CMC/GMS_CharacterMovementComponent.h, Interfaces/GMS_ZiplineInterface.h, Settings/GMS_MovementControlSetting.h.
  6. Remove PushAvailableMovementDefinition / PopAvailableMovementDefinition / SetLocomotionMode. Switch traversal through the backend movement mode.
  7. To use GMS stride warping, add the new node and fill bone references on Anim Graph Setting.
  8. The Mover path also reads backend settings from the Control Setting, but it remains work in progress, not a production foundation.