Not all animations are included in the project.
Animations such as Stealth Finishers or Melee Attack come from the UE Marketplace. You don't need to own these animation packs to open the project in the editor. The main consequence of missing animations will simply be poorly looking sequences like attack or some interactions.
Here’s a list of animation packs not included in the project (not all sequences from the packs are used in the project):
A full list of animation sequences used in the project is attached.
If you have the necessary additional components, the implementation into AGLS is very simple. You just need to export the required animation sequences to .FBX files. Then, assign the appropriate file names and reimport them into AGLS. This process was demonstrated by the user 'Clydiie' in this video:
(1) Crawling Locomotion - In version 1.5, I managed to add Crawling Locomotion, which had been removed when switching to Motion Matching. Currently, the crawling animation system is based on this technology. By default, to enter this movement mode, you need to hold down 'L ALT'. Unfortunately, this implementation does not support crawling backwards. As a result, the capsule will rotate in the direction of Velocity.

I would also like to mention some modifications you can make to adjust the movement to your own preferences. In the class ALS_BaseCharacterBP, you can set a coefficient that affects the character’s turning responsiveness (as shown in the screenshot). Increasing this value will improve turning agility, which may enhance gameplay at the cost of Motion Matching animation quality.

The second factor affecting movement is speed, which can be modified through the MovementModelTable for the 'Crawl' row.
For Crawling, I also decided to implement FullBodyIK designed using Control Rig. This allows the position of the feet and hands to adapt to the surface. However, this algorithm is not suited for all types of terrain, and in some cases, issues with position calculation may occur. For better control, it would be necessary to take into account the average slope of the surface and include more specific cases for more complex ground collisions.
I’d also like to mention a few issues that may be encountered during Crawling Locomotion. First and foremost, there is a chance of the mesh intersecting with collision. This is due to the fact that Unreal Engine does not support horizontal capsules, so the collision shape remains spherical. The second issue is related to stepping off edges — currently, there is no mechanism in place to prevent this behavior. Finally, there may be imperfections when using certain overlays. Unfortunately, adapting the entire logic specifically for the crawling position is complex and would require creating many animations and accounting for extream cases.
Nevertheless, I believe the overall result should be more than acceptable :)
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(2) Wheeled Overlays Menu - The overlay selection menu has been redesigned. This menu now has a more consistent look with the final game, but this UI class also includes additional mechanics for switching between weapon models.

(3) Rebuilt overlays system - AGLS 1.5 features a significantly reworked Overlays system along with new animations. This mainly applies to rifles, bows, and pistols. For example, in the context of the Rifle Overlay, the poses logic has been changed — previously, the poses for the Run/Sprint gaits were the same regardless of the rifle model, which led to incorrect hand positions. Additionally, light crouching/bend down has been improved when the player is near enemies.
Another element related to the Rifles Overlay is the implementation of new reload animations, which include many detailed features — including animations of the rifle’s own Skeletal Mesh.
The next big change related to overlays is adding transitions between changing overlays (Unequip/Equip animations). At this time, however, this applies to overlays such as Default, Pistol 1H, Pistol 2H, Rifle, and Bow. Transitions to other states do not have implemented Equip animations.
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(4) Shotgun weapon - A new weapon type 'Mossberg-590' has been implemented. This mechanic was not developed as a completely new overlay but instead replaces other rifle models the player may have. The weapon fires using a predefined spread pattern with slight random deviations.

Alongside the shooting functionality, a new GameplayAbility class has been implemented to handle the reload sequence. By default, this action is triggered by pressing 'R'. However, unlike rifle reloading, this sequence can be interrupted — meaning that shells can be loaded individually rather than waiting for the magazine to be fully reloaded. To interrupt the reloading process, the player can press the 'L Mouse Button'.

I should note that currently, no AI class can properly use the Shotgun. Therefore, this weapon model should not be set for HumanAI instances.
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(5) Switching pistol models when player have Backpack - Changes have also been made to Pistols. Most notably, the animations for picking up new instances of the BP_I_Pistol_Actor class have been improved, and players can now carry multiple pistol models at the same time.
How does this mechanic work? First, you need to define how many pistol instances a player can have. This parameter is called 'MaxPistolsSlots' and can be found in the Details panel of the ALS_AnimMan_CharacterBP instance on scene.
Next, the player must have a backpack. This can also be set before the game starts. Simply place a BP_Backpack instance in the scene and assign it to the player as a variable - BackpackActor.

Once both conditions are met, when the player picks up a new pistol model during gameplay, it will be placed in the backpack if a free slot is available. Only after all slots are filled will pistol models begin to be replaced.
Once you have at least two pistol instances, you can perform a sequence to switch the currently active model. To do this, open the Overlays Menu by pressing 'Q', go to the 'Pistol 1H' state, and then use 'TAB' to select the desired instance.
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Several functions in ALS_AnimBP were converted to ThreadSafe and placed in the Blueprint Thread Safe Update.
The animation logic for certain gameplay mechanics — such as Swimming, Rope Swinging, and Ladder Climbing — has been separated. From this version onward, the animation systems are stored in dedicated AnimInstance classes, which are loaded and linked asynchronously with ALS_AnimBP. This approach may cause FPS drops and bugs during class loading initialization, but in the packaged version, the delays are practically unnoticeable.
Improved Foot Transition animations, which are triggered during overlay transitions and when Foot Lock held the leg position too far from its nominal location.
Slight improvements to the Looting System: better animation blending while holding props, less movement blocking, and faster looting sequences.
🧪 Optimized several custom C++ Anim Graph Nodes, including Modify Layering Curves.
🧟 Added the AGLS_Zombie_AnimCPP class — a C++ rewrite of AGLS_Zombie_AnimBP. This may improve performance when many zombie instances are present on screen. (Still work in progress. ⚠️)
Fixed equipment hiding during Mantle Action triggered by the TraversalComponent.
Reworked the skeletal mesh for BP_Backpack.
Improved GetUp animation blending when exiting Ragdoll.
Improved Turn In Place animations for Stance == Standing (leg position was previously incorrect).
Fixed a bug in Aiming In Place: in Crouch state, one animation had an incorrect AnimSlot, and Clamp Angle was added.
Improved Looking additive animations when Overlay != Default — interpolation was missing when passing a rotation value over 180 degrees.
Disabled jumping while certain BlueprintAbility instances are active.
🧟 Improved zombie fall-to-ground animations when losing a lower limb.
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I’d also like to mention the matter of introducing small changes in the current version. I may notice bugs that should be fixed - such issues can also be reported. In such cases, I might re-upload the project files. If that happens, I’ll make sure to mention the change.
Some important Discord threads:
Can it be used for commercial purposes?
Yes, but there are certain limitations. Most importantly, distributing project files (in the same way I provide them) is strictly prohibited. For commercial purposes, distribution should only be in the form of a packaged project (preferably in shipping configuration). This means that publication should be done in a format that does not allow easy extraction of AGLS project content. In short, the permitted format would be a compiled program, such as a .exe file for Windows.It is worth reading the full license of use. You can find it at the link (PDF) or in the attachments under the post.
I hope the project will be able to meet your expectations. At the moment, it may contain errors or bugs, but over time, most of them should be fixed. On a scene (DefaultLevel) without any AI controllers, my computer was able to generate around 85 to 95 FPS on high graphics settings. PC specification: AMD Ryzen 7 3800X, 32 GB RAM, NVIDIA GeForce RTX 3060.
I would also like to mention a small request. Namely, it is about private messages sent on Patreon. I would ask that this method of communication be limited, due to its large constraints. If your question is about the project, please send it on the Discord server, or in the comments under the Patreon post. In other cases, I would suggest an email or possibly via a Patreon mailbox. Please note that due to the large number of messages, I am unable to reply to all of them. Most often I answer questions asked on the Discord server, followed by emails, comments under the Patreon post, and Patreon private messages. Thank you for your understanding.
BetaEmperor
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