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NAVIGATION
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This guide details the workflow for integrating the Multiplayer Shooter System 2.0 into the updated version of GASP that uses the new Mover movement system.
⚠️ Important Notice: The Mover component is in an experimental phase in Unreal Engine. This integration assumes that you have already completed the previous project setup (Plugins, Collision Channels) explained in the standard character tutorial.
https://youtu.be/B7HabSSiG2Y?si=eZNzQCvHck733vUz
In this video, you will learn how to integrate the Multiplayer Shooter System (MSS 2.0) into Epic Games' GASP (Game Animation Sample Project). We will go step-by-step on how to merge GASP's advanced locomotion with the MSS combat logic using the Mover Character. Thanks to the Component-Based Architecture (BPC), we will turn the sample character into a fully functional tactical soldier with weapons, inventory, and replication in just a few minutes.
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The first step is to prepare the main actor to receive the shooter logic.

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Open the Blueprint of your new Mover-based character.
- Search for and add the component 🟦 BPC_Shooter_System. </aside>

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Holsters: To speed up the process, copy the Holster components (Child Actors) from the previous GASP character and paste them into the new character.
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Reference Tag: Select the main Mesh of the character and ensure you add the tag 🟩 Root_Mesh.
Without this, the system will not know where to anchor the weapons.
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Just like in the standard version, we need the weapon logic in the Animation Blueprint.

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Data Asset: Select the 🟦 BPC_Shooter_System component and assign the (previously retargeted) animation Data Asset to the corresponding variable.
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Anim Blueprint:
- MSS v2.0 uses a simplified Overlay Node.
- Create a **
LinkedGraph**with ABP_Overlay_Shooter_UEFN and paste it into the GASP Mover ABP, connecting it in the appropriate place to blend combat with locomotion. </aside>
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The Mover system uses different variables than the CMC. We must adapt the communication.
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To be able to pick up weapons from the ground:
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