“There are no easy ways, even if you are righteous. If your path is difficult, then this is certainly the right path.” It would seem that I started the project from scratch, completely rethought the approach to the structure of the project and its development, but now it’s time for updates. And I got to thinking... With blueprints everything is more difficult than with C++ plugins. Because these are not lines of code, I can’t just add updates and save my changes. Therefore, I once again rethought my approach to programming and decided to rebuild the project. I am constantly studying something and learning a lot of new things. Something to keep an eye on... For example, in this iteration, I definitely want to deploy the Gameplay Ability System in my project for magical abilities. I tend to move more and more away from blueprints, if possible, and if not, then at least not touch someone else's. You have to get used to the fact that you are working with a separate framework, its disassembled code, which cannot be changed. This time I decided to get rid of als to add uniqueness to my project. Als sells a lot of indie projects and this is clearly visible. In the meantime, I don’t want to get too jaded and go towards motion matching. Because I think that this type of movement is convenient for interactive cinema. But we have a dynamic action RPG, which doesn’t quite suit us. So I found a compromise option. I present to your attention GBWFlowMove V 4.0 (https://www.unrealengine.com/marketpl...) integrated into the Flexible Combat System (https://www.unrealengine.com/marketpl.... This combination satisfies all my needs, since the movement system is beautiful, dynamic, and has advanced functionality that can be expanded quite easily. This is a huge advantage that plays into the hands of the project. The result is a pretty nice combination, but it feels like the FM needs to be heavily optimized. Here's the news. Best wishes!