Documentation | Showcase video
🚨 No more GASP! The end of bloated and overly complex templates. As a developer with a background in software architecture, I hated the "spaghetti" code in game assets. That's why, after four iterations of development for my own indie projects, I created the Custom Locomotion System (CLS_MM). It is a 100% data-driven, clean, and absolutely modular "Plug & Play" Motion Matching framework that respects your time, your sanity, and your project's architecture.
This isn't just another bloated package with hardcoded mechanics that you have to painfully dissect. Just add the BPC_LocomotionSystem component to your Character Blueprint, and your character instantly gains the fluidity of Motion Matching. The system fully respects the existing Character Movement Component but is architecturally fully prepared for the new Mover 2.0. This lets you focus on what matters most, making your game.
🔥 Main Features
🎮 Plug & Play integration: Up and running by adding a single component.
🧩 100% Blueprints: Completely clean and commented Blueprint code, fully accessible and customizable with no C++ required.
🧠 100% Data-Driven: No more giant State Machines for locomotion; everything is driven by isolated Profiles and Choosers.
🏷️ Gameplay Tags: Clean State Management with built-in Anti-Spam protection (no unreliable boolean variables).
🎭 Visual Override: Instant, painless implementation for MetaHumans and custom models.
⚡ Zero Overhead: Thread-Safe optimization (calculations run asynchronously on Worker Threads) for maximum FPS.
📂 Clean Architecture: Strict separation into CORE (the logic for your game) and EXAMPLE (educational content you can safely delete once understood).
🛠️ Key Features in Detail
The 70 / 30 Rule (Motion Matching + Procedural Magic)
Cramming gigabytes of animations into a project isn't the way for indie devs. Raw Motion Matching (70%) handles the basic movement via smart databases, while procedural nodes and warping in the AnimGraph (30%) act as a "shock absorber" that gives the character weight and guarantees instant input responsiveness.
100% Data-Driven Core
Traditional State Machines for locomotion are a thing of the past. Movement is driven purely via data Profiles and Chooser tables. Our speed dictation and dynamic "Stride Warping" completely and automatically eliminate foot sliding.
Clean State Management
Throw away dozens of bIsPunching variables or messy Delay nodes. All states are safely controlled via Gameplay Tags with precise, on-frame removal using native Anim Notifies directly in the animation sequencer.
Layered Overlay Interface (Action without Compromise)
Our layering system allows you to seamlessly trigger an upper-body attack (via slots or Anim Montages) while the lower body flawlessly continues calculating the Motion Matching trajectory. Ideal for shooting, melee combat, or precise dodges/dashes.
Instant Visual Override (The Invisible Engine)
Need to swap the base mannequin for a MetaHuman or a custom monster? Forget about complex retargeting of the entire animation blueprint. CLS_MM uses the "Invisible Driver and Visual Passenger" system – your custom character seamlessly attaches via a lightweight real-time Retargeting node without you having to rewrite any logic.