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Basic Locomotion System

This documentation contains information about how to setup basic locomotion in Generic Movement System.

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Created: Apr 20, 2025Updated: Apr 14, 2026

Table of contents

Overview

Movement Set Settings allows you to choose different states layer settings for different implementation. In here we only discuss the default implementation(GMS_AnimLyaer_States_Default), it's a Lyra style locomotion with many improvements.

When you select AnimLayerSetting_States_Default, you can configure the following content. Here, I will provide screenshots only:

Idle and Idle Breaks

This is a sample idle and idle breaks configuration.

Jumping and Falling

Here you can configure animations for jumping and landing.

Turn in Place

GMS supports both delayed and non-delayed turn-in-place.

For current turn-in-place solution, it can be animation to catch up actor rotation, or animation driving the actor rotation via curves (depends on your movement control setting).


Note

This feature requires you to EnableOffsetRootBoneRotationin anim general settings. You should alsoEnableRotationWhenNotMoving in your movement state settings.

Note

For Turn-In-Place animation sequences, you should enable RootMotion,ForceRootLock and apply AM_TurnYaw animation modifiers to sequence.

Vidoe Tuotrials

The following videos are outdated but still useful.

Note

Starting from GMSV1.3, there is no longer a distinction between Montage/Graph turn-in-place, delayed/non-delayed is automatically selected based on the current control settings and the activation delay time.

Video

Video

Lean Animations

Here you can specify a BlenderSpace1D/2D and set the max/min lean angle.

GMS will use the LeanState (Vector2D) of the main anim blueprint to multiply with the max/min lean angle you specify, and use the result after speed scaling (a value of -1 to 1) to drive the horizontal/vertical values in the blend space.

Moving States Animations

You can configure multiple movement animations corresponding to movement states in MovingStates.

Note

You must contain atleast 1 moving state to make gms works properly.

Pivot Animations

note

For pivot animation sequences, you need to add the anim notify state AN_EarlyTransitionOut where the Pivot is going to end to control the naturally ending of the Pivot state.