Ultimate GASP (Game Animation Locomotion) v1.8.1 introduces a comprehensive set of enhancements and features designed to improve gameplay mechanics, animation systems, and environmental interaction. This resource pack includes:
- A burn effect when touching fire actors
- Fixed NavMeshBoundsVolume issues on Megascan maps, removing enemy movement restrictions
- Improved traversal for static meshes in Megascan maps
- Added Blueprint Trigger for enemy spawning to enable asynchronous loading and reduce memory usage
- Updated fire effects on characters
- Fixed crosshair behavior on first aim, after weapon auto-storage or events
- Hidden crosshair when weapon is auto-stored and the aim button remains pressed
- Added DataAsset for each character (player and enemy) to configure damage multipliers per bone hit (e.g., head x5)
- Fixed damage and attack issues with spider enemies, improving balance
- Added interaction with water
- Introduced basic zombie behavior (for initial testing; behavior will be enhanced later)
- Modified Megascan map with new features
- Added auto-narrow space functionality
- Introduced a glow stick-like grenade with 30-second duration
- Added a zombie map test environment
The game already includes a full suite of systems such as:
- Weapons system (rifle, pistol, shotgun, grenade launcher, rocket launcher, sword, flame thrower, sniper)
- Grenade system (classic, smoke, flashbang, molotov, ice, electric)
- AI system with chase, hearting, and patrol behaviors
- Car system using City Sample vehicles
- Chaos system (shattering glass and other objects)
- Items (bandage, binoculars, torch)
- X-ray vision (inspired by The Last of Us)
- Damage and impact effects on surfaces with sound and Niagara particle effects via DataAsset
- Spider and other AI enemies
- Pickup system with visual outlines
- Flashlight functionality
- PopNumber effect on damage display
- Tripwire mine system
- Pipe-based fire and smoke effects
- Weather manager (snow and rain) using the "Ultimate Surface Interactive Trace" marketplace asset
- Inventory component
- Radial menu for item selection
- Crouch system
- Foot IK with control rig
- Zipline mechanics
- AI enemies from Paragon
- Sliding system
- Stealth system with stealth finisher
- Rock-throwing for AI enemies
- Loot system upon enemy death
- Spline track guide for tutorials
- Basic tutorial and mission system with world markers
- Electric barriers
- Narrow space traversal
- Path tracking for AI to follow pre-defined routes with optional breaks
- Save/Load game with checkpoint support (full inventory and character position preserved)
- Full main menu (New Game, Continue, Level Selection, Graphics, Credits)
- Damage mechanics for melee attacks using pistol, rifle, and shotgun
- Swimming system
- Push/pull interactions
- Wheel turn functionality
- Zombie enemy inclusion
Main input controls:
1. Move – W, S, A, D
2. Jump – Space Bar
3. Sprint – L Shift
4. Crouch – C
5. Aim – Right Mouse Button
6. Camera – Third Person / First Person – T
7. Aim – Right Mouse Button
8. Shoot – Left Mouse Button
9. Reload Rifle – R
10. Temporary weapon selection – Tab
11. Roll – Quick double-tap C
12. Flashlight – T
13. X-ray – Z
2025-12-27 00:00:00-update version:Ultimate GASP (Game Animation Locomotion) v1.8.1