Yeah the one problem I have with GASP is that the character will repeatedly try to run into a wall over and over again instead of stopping when you're facing it and holding W. You can prevent that by adding a sphere trace by channel that detects walls and controls the movement through a gate
Smart! And yes this is a known area of quality loss. We're hoping to solve in the future by doing proper movement and collision prediction using the new mover component.
So being that this is not an update, but more a new version. Everything that I did in 5.4, will be lost - Like Dodge and Crouching. And I will have to make everything again?
Hey man, amazing video as always! Will you be considering to make a tutorial on how to implement the updated features (Sprint, Crouch + Crouch Turn in Place + Ledge climb + Swap Camera Styles ) on the 5.4 GASP version? Well, many of us (like myself) might have already implemented tons of stuff on the OG GASP from your tutorials alone + other marketplace assets too. Not asking for ETA, thought Ill check :) EDIT: Nope. The changes done are worth upgrading to. Guess ill be making the switch soon
Great Video, I love it. Only thing I don't like is that Epic is making this almost secretive. I mean, I know things for devs got very easy, but it's like a CIA secret to migrate this to your own project with your metahuman. Shouldn't things be more simpler than this? It feels like they have bunch of nice ideas but they don't know how to connect the ideas.
I retargetted the anim BP to my character and the hurdles are super messed up, anyone else having retargeting issues? I'm using the medieval knights pack and the ue5 skeleton, and for the hurdle/climb animations specifically my character goes twice as high...
Thanks for the update! Any idea on best practices for replacing the 5.4 version if we've already brought it into a custom project? Trying to find the best way to do it without breaking things 😂
What I've done is just migrate everything from the new GASP project into my current project. My retargeted character doesnt work so I've just retargeted it again with a new name. I've then used this new retargeted character as the parent of my old one and everything worked. I didnt previously change anything in the default sandbox character though which is why I can do this, any changes (like adding Combat Fury etc) were added to my retargeted character which I'm still using just with a different parent.
It's pretty easy too ill make a video actually you know what the video will be so short it's basically a 10 second video... all you need to do is find the 'character input state' variable (it's in input sandbox character) and tick wants to walk to be true
Ive got a question... If I go and make a whole bunch of changes to this project and build upon it... And then a new version comes out... Is there a particular way that I am supposed to transfer my changes to a new version. Or do I have to do it manually?
Also is there a way to change this project so the vaulting is solved the way it was in ALS. I noticed with GASP, you pretty much can only vault to a ledge with specific anchor on the wall.
We did! We made trajectory generation threadsafe compatible, and moved a lot of ABP logic onto the threadsafe update. Now BP is still slow, so if you need the best performance you'd want to nativise, but this should give you a nice perf boost.
Dude as an avid skydiver, that would be my dream. We have some other higher priority things we want to do first, but trust me, if we had all the time and resources in the world, this would also include the best skydiving and parachuting ever seen in games :D
@@furrybproductions At the moment it's just there...I did want to do more with the in air stuff but we ran out of time for this release. But nothing is stopping you from trying stuff out!
Pretty cool, but i feel like the GASP animations are getting pretty generic, especially seeing them in random youtube videos and such, i can't really see myself wanting to use these default animations in my own game, i'd love to slap my own animations in there but mocap is no piece of cake and the documentation on this stuff is really lacking right now
its pretty easy to slap ur own anims as long as you have enough anims ive managed to change the idle, jogging but I dont have any traversal anims so thats the only thing i havent done yet but gasp is amazing I see it as time saver I see people making games using the default gasp anims and i agree its boring but as I said its really easy to set up ur own locomotion
@@LongmireLocomotion Is the new state machine chooser version part of the gasp update or is that the unreleased state machine version you are working on? And also what’s the difference?
Yeah the one problem I have with GASP is that the character will repeatedly try to run into a wall over and over again instead of stopping when you're facing it and holding W. You can prevent that by adding a sphere trace by channel that detects walls and controls the movement through a gate
Smart! And yes this is a known area of quality loss. We're hoping to solve in the future by doing proper movement and collision prediction using the new mover component.
I honestly cant wait for the mover component to be implemented.@LongmireLocomotion
@@LongmireLocomotion thank god you exist
2:25 that can be fixable easily, even adding IK to the hand so he can touch the wall
Any idea how to fix that?
@@archimccc7777 this plus adding more collisions, ruclips.net/video/5o4TpCMcfFs/видео.html&ab_channel=GameDevBrownbus
Anim Notifies, Physical Mats are much awaited for GASP
The combat fury integration is about to be crazy 😭🔥
we just getting started lol
it's good to use motion matching for multiplayer game? (something like 100-200+ players on the map.)
So they added in all the stuff we were Jerry rigging in 🤣
It's good practice lol
Awesome update! thanks for saving my time Clydiie
dude I love the sprint animations they added
The whole system feels like a huge improvement overall
@Clydiie yeah but now we gotta merge all our existing projects into it :)))) which is going to be stressful
@@Clydiie but yeah on first glance I like the improvements , it's great
I’m mid project with a deadline. I’m not switching yet haha. I like what we’ve made just as much. Like the running slide.
I just migrated my whole project to gasp 5.5 it was actually easy
@@Clydiie Have u ever tried IWALS?
@EvanXDev my biggest video is on AGLS and yeah
will there be an updated "climb everything"?
So being that this is not an update, but more a new version. Everything that I did in 5.4, will be lost - Like Dodge and Crouching. And I will have to make everything again?
Hey man, amazing video as always! Will you be considering to make a tutorial on how to implement the updated features (Sprint, Crouch + Crouch Turn in Place + Ledge climb + Swap Camera Styles ) on the 5.4 GASP version?
Well, many of us (like myself) might have already implemented tons of stuff on the OG GASP from your tutorials alone + other marketplace assets too. Not asking for ETA, thought Ill check :)
EDIT: Nope. The changes done are worth upgrading to. Guess ill be making the switch soon
@iamry4ndee lool yeah I'm making the switch too gonna be remaking the deadpool game using this version
Can you do another tut on adding your metahuman characters - old system doesn't work anymore :(
Great Video, I love it. Only thing I don't like is that Epic is making this almost secretive. I mean, I know things for devs got very easy, but it's like a CIA secret to migrate this to your own project with your metahuman. Shouldn't things be more simpler than this? It feels like they have bunch of nice ideas but they don't know how to connect the ideas.
I retargetted the anim BP to my character and the hurdles are super messed up, anyone else having retargeting issues? I'm using the medieval knights pack and the ue5 skeleton, and for the hurdle/climb animations specifically my character goes twice as high...
Thanks for the update! Any idea on best practices for replacing the 5.4 version if we've already brought it into a custom project? Trying to find the best way to do it without breaking things 😂
@TylerCall I don't know tbh lool I'm gonna test things out with my project but got a feeling ill just have to restart
What I've done is just migrate everything from the new GASP project into my current project. My retargeted character doesnt work so I've just retargeted it again with a new name. I've then used this new retargeted character as the parent of my old one and everything worked. I didnt previously change anything in the default sandbox character though which is why I can do this, any changes (like adding Combat Fury etc) were added to my retargeted character which I'm still using just with a different parent.
@@comicipedia Thanks for the info. Did you replace the old files when migrating, or did you just add them as new?
Hey clydiie how to set walk as default . I was about to try with the old video you made but it seems they have changed the blueprint.
It's pretty easy too ill make a video actually you know what the video will be so short it's basically a 10 second video... all you need to do is find the 'character input state' variable (it's in input sandbox character) and tick wants to walk to be true
@@Clydiie You are the best.
@lalle_samyek I did make a video for it, it's my latest video just uploaded
IM SO HAPPY IT RELEASED
still says not compatible with 5.5 Q_Q
Also I have a whole game with the 5.4 and idk how I would approach replacing it sigh.
Ive got a question... If I go and make a whole bunch of changes to this project and build upon it... And then a new version comes out... Is there a particular way that I am supposed to transfer my changes to a new version. Or do I have to do it manually?
Also is there a way to change this project so the vaulting is solved the way it was in ALS. I noticed with GASP, you pretty much can only vault to a ledge with specific anchor on the wall.
Can you still keep your 5.4 project? Or do I need to get rid of it
Thanks for the Update! Why they dont integrate the heavy fall roll..
its prob coming
I wonder if they made some optimizations if we use a lot of characters.
couldnt tell you tbh
no, I think it's designed to be used only by a main character in singleplayer games
@@0UTSIDER I would think that too but they added replication so I'm not sure anymore
We did! We made trajectory generation threadsafe compatible, and moved a lot of ABP logic onto the threadsafe update.
Now BP is still slow, so if you need the best performance you'd want to nativise, but this should give you a nice perf boost.
@@LongmireLocomotion Oh that's really nice. Thank you for the answer!
The tick event looks still enabled. I would delete it :)
Do they plan on making it better again or is it the end of the project ?
its not finished
How do you get the update for 5.5? I don't even see it in the epic store to download
0:09 i show you in the video bro
what does GASP mean?
Game animation sample project
FINALLY
how to make first person camera in the new update ?
same as before i gess, nothing rlly change about the camera unless the scroll that u can remove. its only supposition i can be wrong
@Ibrahim-w6i4k I've already made a video for it but not sure if it still applies but as moxi said its prob the same as before
@Clydiie I tried doing what you did in that video but it seems that the components of the charachter have changed
YEESSSSSSSSS
Life Saver
Thats it, im making a parkoar game
lool we all said that when gasp came out
@@Clydiie yeah but now that we have running and mantiling, sorry als, youve been surpassed
0:36 how did you crouch like that i can just strafe
middle mouse
@Clydiie tnx
hey can you do a tutorial pls, i need that animations XD
its free
Isn't replicated now? That a huge update if its i saw other RUclipsr showing its replicated and your video is missing that feature the biggest one
i mention it in the video
It's fully replicated including the transitions now
Nice! When you jump off the really high platform, press P for Parachute (just kidding) :))) maybe Epic have got flying anims in the pipeline?
@@norvsta loool imagine that would be sick
Dude as an avid skydiver, that would be my dream. We have some other higher priority things we want to do first, but trust me, if we had all the time and resources in the world, this would also include the best skydiving and parachuting ever seen in games :D
@@LongmireLocomotion am I wrong or is the super high platform currently meant to show off different flails based on fall time?
@@furrybproductions At the moment it's just there...I did want to do more with the in air stuff but we ran out of time for this release. But nothing is stopping you from trying stuff out!
Pretty cool, but i feel like the GASP animations are getting pretty generic, especially seeing them in random youtube videos and such, i can't really see myself wanting to use these default animations in my own game, i'd love to slap my own animations in there but mocap is no piece of cake and the documentation on this stuff is really lacking right now
its pretty easy to slap ur own anims as long as you have enough anims ive managed to change the idle, jogging but I dont have any traversal anims so thats the only thing i havent done yet but gasp is amazing I see it as time saver I see people making games using the default gasp anims and i agree its boring but as I said its really easy to set up ur own locomotion
Try out the new state machine + chooser setup! Should make it easy to swap out core animations!
@@LongmireLocomotion Is the new state machine chooser version part of the gasp update or is that the unreleased state machine version you are working on? And also what’s the difference?
Nothing's worth it to update. But yeah it's cool they finished thier project. Though i expected much more
For me ledge climb alone is worth it the old method of doing that looked terrible
@@Clydiie Exactly, also the old IK method made the animation a bit stiff so now having it out of the box is a much appreciated update for me.
It's not finished yet though
@koshishtiwari I agree the ik is way better now
@WarrXIII yeah they will be updating gasp for every major update of unreal