🔧 Devlog #29 – GASP 5.5 + ALS Integration: Precision Aim, Reload Slot Magic & Arrow Quiver Setup

Опубликовано: 25 Март 2026
на канале: LocoDev
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In this two-hour live build I push the third-person shooter prototype several steps closer to “feel-right” gameplay:

🔧 What we tackled
Upper-body reload system
Created a dedicated Reload slot, layered it above the ALS overlay, added modify-curve logic & inertial blending for perfectly-smooth pistol/bow reloads.
Camera-driven precision aiming
Replaced muzzle-socket traces with a forward-vector trace from the camera for cross-hair-perfect hits.
Debugged with dual coloured traces to compare old vs new logic.
Custom quiver (arrow pocket)
Imported a free Sketchfab asset ➜ re-scaled, re-pivoted in Blender, built collision & attached to the spine socket.
Added 5 skeletal-mesh arrow props, each on its own socket, ready for runtime depletion.
Animation-blend troubleshooting
Explained modify-curve workflow, dead-blend vs inertialization, and why reload montages were “snapping” while sprinting – then fixed it live.
Next steps
Cross-hair widget tied to new trace, ammo-refill logic, and camera-offset polish.

📁 Resources & links
Download all the project files from all the livestreams:   / 131031166  
GASP 5.5 (Clean Base): https://www.fab.com/listings/880e319a...
Advanced Locomotion System v4 Project: https://www.fab.com/listings/ef9651a4...
Caleb Longmire’s original ALS devstream:    • UE4 - DEV STREAM - What am I doing...  
Polygon Hive’s GASP + ALS demo for reference:    • GASP ALS Replicated & Updated to UE 5.5 - ...  
Weapon System Project Files:   / 118730714  

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Full playlist:   • GASP 5.5 + ALS Integration Livestream  

📌 Unreal Engine Version used: UE5.5

👇 Follow me on social media:
Discord Server:   / discord  
Twitter:   / locodev7701  
Instagram:   / devloco  

Chapters:
00:00 – Intro & stream setup
02:40 – Locomotion system review + code cleanup
03:35 – Reload montage: slots, layering & initial test
08:25 – Caching poses and upper-/lower-body blending
12:09 – Curve editing demo & Modify Curve walkthrough
18:05 – Runtime curve tweaks for smoother reloads
22:37 – Q&A: can you reuse this system in your own project?
26:40 – Session roadmap: finish reload + add arrow pocket
28:10 – Finding a free arrow-pocket asset (Sketchfab)
30:37 – Cleaning the asset in Blender, exporting FBX
34:00 – Import to Unreal: scaling & basic material setup
42:50 – Attaching the pocket to the mannequin & positioning
47:31 – Fixing oversized collision that launched nearby weapons
51:03 – Adding six arrow sockets & setting capacity limit
55:03 – Resizing arrow meshes for correct scale
58:10 – Populating the pocket with arrows; first in-game test
1:07:54 – Creating the hand-arrow socket & alignment pass
1:14:13 – Solving reload “snap” with Dead Blend / inertialization
1:24:30 – Aiming trace debug & reload behavior test
1:36:30 – Planning arrow pickup animation flow
1:45:00 – Bow tilt & arrow alignment adjustments
1:54:57 – Final tweaks and visual polish
1:55:19 – Recap + Patreon/YouTube project-file release plan
1:58:02 – Outro & stream end