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:
This release of the AGLS project (v1.4) centers mainly on the new zombie system. Because the earlier ZombiesAI implementation was outdated, version 1.4 includes a brand-new structure built from scratch, this applies to both the Character class and the ControllerAI class. The new system offers far more detail and supports the latest animation techniques, such as motion matching.
1) Completely new Zombies System:
As already noted, this is the most significant change in this version of the project. The zombie-related classes are now largely written in C++, that makes a better performance. At present, the zombies feature numerous immersion-enhancing mechanics for example: an advanced animation system based on motion matching, physics animations, limbs dismemberment, geometry deformation using Deformer Graph, real-time vertex painting, and a simple particle system.

In this version of the project, the new navigation system also plays a crucial role. Navigation no longer relies on a single RecastNavMesh per level, but 2 additional instances of this actor are created. This makes the NavMesh used by ZombiesAI slightly different from, for example, the one for HumansAI. As a result, the Zombie AI Controller can provide the character so it can perform traversal moves such as mantling, vaulting, or hurdling.


I’d also like to stress that the new zombie system isn’t meant for creating massive hordes. Even though I’ve built in many optimizations—custom LODs, reduced tick intervals, asynchronous asset loading, and swapping dead zombies for lightweight actors—the system still carries a lot of detail. Currently, I think that the stability of operation is guaranteed by not exceeding 10 instances at the same time. In order to improve performance, it may be necessary to use more complex plugins, for example Animation Budget Allocator


2) Minor changes introduced in version 1.4:
Fixed Velocity Rotation Mode:

Added smoke niagara particles for grenade (also block sight perception for AI*):

Fixed a bug with grenades that involved the ability to pick up a grenade that was thrown by the player. This option is now unavailable
Fixed issue with grenade being equipment while another Overlay State item is being pulled out (sometimes the item would stay in the hand)
Added a configuration parameter to the climbing component that allows you to increase the range of jumping between ledges
Renamed class 'Item_To_Pick' as 'BP_PickablePropItem'
Renamed class 'Item_To_Pick_Binoculars' as 'BP_PickablePropBinoculars'
Moved Blueprint Classes from Game/Blueprint to AdvancedLocomotionV4/Blueprints/Actors
Renamed some assets in folder Game/... like sounds wave, curves or textures. Mainly it was about adding appropriate prefixes
Deleted unused assets like old textures, sound and blueprint classes (including deprecated Zombie System)
Changed Project settings in Navigation Tab
Added descriptions for Blueprint Classes. Mainly for interfaces. The description is displayed when you hover over the asset in the content browser
Fixed Animations Montage for picking ammo
Fixed warning - 'Failed to find BoneIndex for transform curve attach'
New Bullet Impacts Holes Decals with Parallax Onclussion:


More Blood Effects for Zombies System (Experimental). Added new blood effects including the Niagara system and Decals. As damage is dealt for zombies, a Niagara emitter is spawned, and when particle is detected collision then system trying to spawn Decal:

Fixed 'Drop To Ledge Holding' action (Climbing System) when the player was in Crouching state. Additionally, there was an interpolation bug when the 'Traversal Actions' animation was performed earlier
Fixed Ragdoll for HumansAI. Previously, there were jitters during simulation. These changes were made in C++ code
Fixed Bump Reactions for Zombies System. Previously, Zombie instances could not push each other
Stealth Finisher Action no longer requires a valid path to the enemy (NavPath) to activate sequence
Made changes to Retargeting to UE5 Skeleton (ALS_Manny_CharacterBP). This mainly concerns applying appropriate transformations depending on the rifle model being held, in order to correct the hands position
Fixed opening Crosshair settings menu while first initiation.
Solved warning: GetSocketInfoByName(BulletStart): No SkeletalMesh for Component(HeldObjectSkeletal)...
DOWNLOAD PROJECT FILES (NEW v1.4.2, UE5.5, No Replication)
Download Project Files (v1.4.1, UE5.5, No Replication)
Download required content to open AGLS v1.4 in UE5.6:
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.
Jakub W
2025-08-05 17:59:13 +0000 UTCJakub W
2025-08-05 17:57:05 +0000 UTCYağız Kışlaklı
2025-08-05 13:09:56 +0000 UTCHasansabbah
2025-08-01 19:49:28 +0000 UTC