OmniShift is a comprehensive character plugin for Unreal Engine 5.6+ that provides a complete framework for character animation, camera systems, interaction mechanics, and procedural animation. Built with modern UE plugin architecture, it features a modular, data-driven approach designed for professional game development.
Version: 1.0.0
Engine Compatibility: Unreal Engine 5.6+
Developer: MountainLabs UG
License: Proprietary
Plugins directorydistribution.bat script// 1. Create a Blueprint class inheriting from GASPAC_CharacterBase
// 2. Assign required Data Assets:
// - Character Config (main settings)
// - Rig Config (bone hierarchy and IK chains)
// - Locomotion Profile (animation states)
// 3. Configure Input Profile for your control scheme
// 4. Set up Camera Manager with desired camera modes
OmniShift integrates 7 core systems through the main GASPAC_CharacterBase class:
| Component | Purpose | Key Features |
|---|---|---|
| GASPAC_AbilitySystemComponent | GAS Integration | Simplified Gameplay Abilities System interface |
| GASPAC_AttributeSet_Core | Character Attributes | Health, Stamina, Mana, Movement stats |
| GASPAC_BodyProcessingComponent | Full-Body Awareness | Head/Foot/Hand/Spine IK systems |
| GASPAC_CameraManagerComponent | Camera Management | 8 camera modes with smooth transitions |
| GASPAC_InteractionHandComponent | Interaction System | Trespasser-style F-key interactions |
| GASPAC_ProceduralRigComponent | Rig Management | Bone manipulation and constraint enforcement |
| GASPAC_ProceduralAnimationComponent | Animation Control | State management and animation blending |
All configuration is handled through 9 specialized Data Assets:
| Platform | Status | Features |
|---|---|---|
| Windows | ✅ Full Support | All features enabled |
| macOS/Linux | ✅ Full Support | All features enabled |
| iOS/Android | ✅ Optimized | Scaled feature set for mobile |
| PS4/PS5 | ✅ Certified | Platform-specific optimizations |
| Xbox One/XSX | ✅ Certified | Platform-specific optimizations |
| Nintendo Switch | ✅ Certified | Platform-specific optimizations |
| VR/AR | ✅ Supported | Unified VR/AR architecture |
| Metric | Target | Details |
|---|---|---|
| Memory | < 50MB | Additional memory footprint |
| CPU | < 2ms/frame | Full character system performance |
| Network | < 10KB/s | Bandwidth per character for replication |
| Frame Rate | 60+ FPS | Maintains high frame rates on all platforms |
// C++ Example
AOMCharacter::AOMCharacter()
{
// Core components are automatically created
AbilitySystemComponent = CreateDefaultSubobject<UGASPAC_AbilitySystemComponent>(TEXT("AbilitySystemComp"));
BodyProcessingComponent = CreateDefaultSubobject<UGASPAC_BodyProcessingComponent>(TEXT("BodyProcessingComp"));
CameraManagerComponent = CreateDefaultSubobject<UGASPAC_CameraManagerComponent>(TEXT("CameraManagerComp"));
// Configure basic settings
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
}
GASPAC_CharacterBaseCharacter Config to your character configuration assetRig Config to your rig configuration assetLocomotion Profile to your locomotion profile asset// Switch to First Person Immersive mode
CameraManagerComponent->SetCameraMode(EGASPAC_CameraMode::FirstPersonImmersive);
// Switch to Third Person Over Shoulder
CameraManagerComponent->SetCameraMode(EGASPAC_CameraMode::ThirdPersonOverShoulder);
// Enable smooth transitions
CameraManagerComponent->SetTransitionSpeed(2.0f);
OmniShift is proprietary software developed by MountainLabs UG. For licensing information and enterprise support, contact team@mountainlabs.eu.
Next Steps: Start with the Getting Started guide to set up your first OmniShift character, or explore the Core Systems to understand the architecture.
Last updated: November 19, 2025
Documentation Version: 1.0.0