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JakubW
JakubW

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UE 5.4 - AdventureGameLocomotionSystem V1.0.2 (EXPERIMENTAL) | (Project Files) [No Replication, only Windows]

Informations about animations:

In the project, not all animations will be included. Animations like Stealth Finishers come from the UE5 marketplace - Stealth Finishers - knife and hand In order for it to look like on a video, you need this package, which must later be uploaded to the project

How to reimport animations form Marketplace Pack to project (YT Video)

Edit: From this version, please do not edit the animation curves, now you only need to replace the damaged animations with the original ones.

Ultimate Traversal Anims by RamsterZ. I broke this animations but if you want to import orginal , buy this pack , export  choosed animations to fbx and reimport to the project.

 The Melee Combat also using Marketplace. Animations are not included in the project, but the system can still be used, although bugs may appear. If you have this Animation Pack - Brutal Finishers - Hand and Knife , do the same with it as with other bundles. Do not change any animation sequence settings, but reimport individual files. Attention! In the project, the names of the animations start with 'BF_H2H' or 'BF_Knife', so you need to replace the file names after exporting FBX.

Without these animations, the project will run normally.

I present the first results of my work on introducing the Motion Matching system into the Interaction With ALS project (IWALS v3.4). In this project, the motion matching logic was partially derived from the GASP project recently made available by Epic Games. Thanks to MM, the basic locomotion system appears more natural and dynamic. Currently, the GASP project only implemented 2 Gait states. I decided to add an additional one to have 3 states, just like in ALS. I also added many elements to the Pose Search database such as: crouching, collision reactions, quick direction changes, transitions between Standing and Crouching, walking on stairs, and others.

What are the other changes compared to the IWALS v3.4 project?

At this moment, there are quite a few. These changes are visible both in the final locomotion and in the logic of the code itself. Many blueprint elements have been replaced with C++, for example, recalculating basic data such as: IsMoving, Acceleration, Speed, and many others. It is worth noting that variables defined in the C++ class usually end with the suffix 'C', e.g., IsMovingC, AccelerationC. I have created many new AnimGraph nodes and helpful functions. Examples of such nodes are:

C++ also performs many other actions. The player's character, some components, interfaces, the animation plan, and the Ability System have their own C++ class containing many functions and variables.

Currently, I have also decided to rebuild the overlay changing system. For this purpose, I decided to use asynchronous class loading. Thanks to this solution, overlays are not always loaded into memory, but only at the moment of their initiation. This solution also allows adding Unequip states in the future, which I have planned. More information, such as the pros and cons, can be found in the blueprint comments (ALS_AnimBP, ALS_CharacterBP).

Motion Matching now also supports Predictable Jumps, which selects the jump animation based on the calculated landing position. The Animation Base is not fully complete and will be further expanded along with this system.

Traversal Actions from the GAPS project contain more animations. This system does not only work on selected objects, but every collision is interpreted. However, sometimes problems arise in the case of Complex collisions due to the lack of 3-dimensional collision in this instance. Whenever possible, it is worth using convex collisions, especially in the case of a mesh.

The stair walking logic will also be expanded because currently, the detection of whether the player is moving on stairs is implemented based on a Sphere Trace to check if the IK_Object channel is blocked.

I have introduced Enhanced Inputs instead of the outdated Inputs system included in IWALS back in UE4.26.

At the moment, the Cover System, Crawling or Zombies AI are NOT SUPPORTED. It should be possible to add these in the next version.

Cleaning up the old content from the project has also not been completed. One of the reasons for this is that I have not yet fully assessed which resources can be safely removed.

Significant changes have also been made to the IK. Currently, for basic locomotion, Foot IK solving is done through the 'Foots Placement' node. However, for example, in the case of Climbing, this task is handled by Control Rig and manually calculating the required foot positions. The 'Foots Placement' node has several drawbacks, one of which is that the alpha value for a selected bone can only be set through an animation curve. This node also has a built-in Foot Lock system. By default, this is enabled, but I have not focused on detailed configuration, so sometimes the leg position can get locked in the wrong place. Of course, I will also try to fix this.

Compared to the ALS project, the skeleton has been slightly modified. I added a new bone named 'attach'.

Will the project continue to be developed?

Of course. At the moment, I have many plans. An important element of the project's development will be the release of Unreal Engine 5.5, along with updates to the GASP project. In my case, the main planned changes are:

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 without any AI controllers, my computer was able to generate around 80 to 95 FPS on high graphics settings. PC specification: AMD Ryzen 7 3800X, 32 GB RAM, NVIDIA GeForce RTX 3060.

DOWNLOAD PROJECT FILES LINK (UE5.4, No Replication)

Small update 13.08:

Now packaging project should be possible. However, to ensure the process completes successfully, you must disable the 'Trajectory Generator' plugin before attempting to package, becouse it is only functions in the editor.

Update 19.08 (v 1.0.2):

Minor changes and bug fixes:

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.

UE 5.4 - AdventureGameLocomotionSystem V1.0.2 (EXPERIMENTAL) | (Project Files) [No Replication, only Windows] UE 5.4 - AdventureGameLocomotionSystem V1.0.2 (EXPERIMENTAL) | (Project Files) [No Replication, only Windows] UE 5.4 - AdventureGameLocomotionSystem V1.0.2 (EXPERIMENTAL) | (Project Files) [No Replication, only Windows]

Comments

No. Additional animation packs are not needed to use the project properly. Information about this can be found in the post.

Jakub W

So i HAVE to buy the animations to use the project???

Mingles★

how do i download the latest file?

patrick vitela

I understand that you want some code to be executed after the 'lever' action is performed? For this purpose, you can read the value of 'Normalized Time', which informs about the completed sequence. Example: https://snipboard.io/z9l1tH.jpg

Jakub W

Hi Jakub, is there anything I can make the lever trigger when it’s pulled?

Cash Black

Awesome! :)

Narendran J

I have that in my plans. I’ve already managed to write a new C++/BP character for AI with the implementation of Motion Matching. Unfortunately, the AI controller hasn't been updated yet, so the AI behaves similarly to IWALS. I will be working on improving the controller.

Jakub W

Where can I find the camera component, I'm trying to access the Camera's Post process settings?

Errison

Looking forward for the next verions. It would be great if you wonder consider adding more AI abilities like follow companin player, enemy AI profiles like defending, charging, only fighting in cover,

Narendran J

Looking forward to crawling being added and Cover locomotion you were working on in the discord :D Im checking daily

Drake Eldridge

I mean when exporting the project to Windows, errors appear even if I delete Trajectory Generator Is there a video explaining how to export to a game without errors?

aswan

I mean when exporting the project to Windows, errors appear even if I delete Trajectory Generator Is there a video explaining how to export to a game without errors?

aswan

What do you mean by 'export'? Are you referring to project packaging? If so, I mentioned important configuration in the context of packaging in the post. Packaging is only available on the 'Windows' platform. Others have not been tested, which means the process may not complete successfully.

Jakub W

Hello, how can I export the project? Is there an explanation for correcting errors and exporting the project correctly, or is there a solution? When exporting, errors appear.

aswan

Hi! Can you tell me how I can open a project on 5.4.4? Thank you!

Edward Tsys

Unfortunately. Currently, this is not possible

Jakub W

Hello i have a question about the rope interation. Is possible to simply climb a rope that was already in the scene, without throwing the hook?

Daniel Ribeiro

Hi Jakub, I just subscribed to you here and download AGLS project file. However when I try to open up the project it gives the following errors. The following modules are missing or built with a different engine version: JakubCableComponent HelpfulFunctions IWALS_AbilitySystem Would you like to rebuild them now? THen it gives the following errror after sometime. AGLS could not be compiled. Try rebuilding from source manually. Unreal Engine had an update today which it updated to 5.4.4 maybe that's the reason. I tried the project in MAC and Windows same problem. I also tried to copy and paste the plugins for 5.4 you provide in the previous version and it messed it up much more. Right now can not open the project. Thank you! I also copied and pasted the plugins in UE5.4 plugins folder. Edit. I managed to open the project in Unreal Engine 5.4.4 but in PC only after I copied all the plugins to the plugins directory in Unreal Engine 5.4 setuo folder but now it gives the following errors and when I press play it also gives blueprint errors and no player when game starts. Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetPlayerCharacter_ReturnValue". Node: Print String Graph: EventGraph Function: Execute Ubergraph Default Level Blueprint: DefaultLevel Blueprint Runtime Error: "Accessed None". Node: Print String Graph: EventGraph Function: Execute Ubergraph Default Level Blueprint: DefaultLevel

Gamflick

i would change the main character with the TwinBlaster, but the original rig model doesnt match with the Twin rig, so the character looks a little Disabled man XD

Redy Mattox

That was the problem! Thank you Alex, the camera is working great

Michael Gow

Open the project settings and go to 'Maps & Modes', then for 'Default Gamemode', select 'ALS_GameMode_SP'. The camera should work now. The issue you have has occurred since there is no game mode set by default and the game mode initializes the player controller which initializes the camera.

Alex J

This is amazing! So I'll be using this for an adventure game for sure! Thank you for all your work! I didn't see anything on this post, but will admit haven't looked deeper yet, but how would you like credit in games made using your AGSL system? By name or another way?

Matthew Salinas

Thanks for the advice and for getting back to me! I checked camera channel and did not see anything blocking it. At the moment I moved my map into your project file and replaced the character all together with what you had set. It seems like the camera is not connected at all as it does not zoom or change when sprinting or aiming and is still clipping through the characters head.

Michael Gow

Thanks a lot. Regarding the camera, you may not have disabled collision for your character. Make sure no object is blocking the camera channel unnecessarily. You can check this by disabling camera trace or just add print string node to debug hit object name: https://snipboard.io/Zs15z2.jpg

Jakub W

Loving this project so far, it has been insane to test with as its everything I have been aiming to produce on my own. I am having some difficulties importing the character to my games level, whenever they are dragged in the camera is broken and appears inside of their head. It is currently set to thirdperson. Any advice on how to solve this?

Michael Gow

Yes it is possible. There are a couple of ways to implement 'metahuman'. One of the simplest methods is presented in this video: https://www.youtube.com/watch?v=YBT-CF1hTYE&t=387s

Jakub W

I think so. Unfortunately, I have never used this program, so I can't help much. However, if your character has a similar structure to the UE4 or UE5 skeleton, everything should work after creating the retarget files.

Jakub W

It finally let me download. Gotta love Google Drive.

Jamie Adams

Just signed up on your Patreon to check out AGLS and possibly using it in my game. Unfortunately it says "Sorry, you can't view or download this file at this time. Too many users have viewed or downloaded this file recently". Do you have other download sources?

Jamie Adams

Is there any way I can outfit metahumans for 5.3?

Emre Alaca

Hi Jakub, Is it possible to get cc4 characters working with this, I have tried everythiug I know so far and failing miserably!

Craig von C (Bleak)

I am very new to unreal haha. I will try my best :)

Drake Eldridge

This depends mainly on your skills with Unreal Engine. Most systems are placed in separate components or as an Ability Blueprint. You can exclude some of these elements from the player's character, but you will probably also need to fix the references.

Jakub W

I don't have any tutorials on this topic. I think it's worth looking for information in this file: https://docs.google.com/document/d/1Yk2aZAdQhPI1vHSxhm5DqwHU4N_jeALDCZS68kIWS5I/edit#heading=h.obg6g5ezohl6

Jakub W

Great pack and super appreciated. Where can I find tutorials for things like adding weapons?

Murfmusik

I vote for Cover System above crawling. Would love to always be able to take cover

Michael Höglund

Hey Jakub, is it easy to disable functions? Like, lets say in my game I didn't want to have wall climbing or rope swinging for whateva reason? Is it easy enough to disable bits?

Drake Eldridge

Literally the best locomotion system ever. Sir, you are the G-O-A-T!!!! i feel better about my UE skills now that i know you also couldn't figure it out how to make the f$#% camera rotate when executing that vault spin animation lmao

Gustavo

Thanks! I'll double check the documentation for upgrading, but have so far been using child classes instead of overwrites. Thanks again!!!

Trent Ellis

There is a method that allows you to avoid making many changes when updating AGLS files. Specifically, when modifying elements in Blueprint, it's worth creating Child classes. Save your assets in folders outside the main structure. This way, to update the files, you only need to replace them in the Content folder. Unfortunately, I haven't created any documentation myself, but a user named Minty & Anarky has created their own. https://docs.google.com/document/d/1Yk2aZAdQhPI1vHSxhm5DqwHU4N_jeALDCZS68kIWS5I/edit

Jakub W

Apart from the information contained in the post, unfortunately there is no.

Jakub W

Hey jakub i dont know if this is possible but if you move all your folders in the content root to a subfolder ( IWALS or somehting) it will make it a heck of a lot easier to migrate :)

Craig von C (Bleak)

I see the project has been updated, how do I go about implementing the retargeted UE5 character?

Spencer

Woo Exciting is there a changelist?

Craig von C (Bleak)

Absolutely looking forward to the next update with the UE5 retargeting. Will there be tips / documentation for upgrading our files for AGLS? I'd likely only really be looking to save my level and AI locations at this point in time. PS: thanks for such an incredible project!! Many thanks for your work

Trent Ellis

awesome thank you its an amazing piece of work

Craig von C (Bleak)

bro everyone was waiting for this project and ive been hyping it up ever since I found out about IWALS you have done insane work I honestly cant wait to see what the community does with it I remember seeing people showcasing their level design using IWALS I cant wait to see more of that but with AGLS

Clydiie

At the moment, the next update may be released within 2-3 days. The main change is the addition of retarget files for the UE5 skeleton. After that, I'll likely work on the Cover System and Crawling, but I can't provide a specific date for when I'll be able to complete it. In my projects, I use a method that involves creating child classes and saving assets in different folders than the default content. This makes overwriting files much easier.

Jakub W

Hi jakob just wondering when next version is coming out? I am going to integrate into my project but going to hold of a bit till its stable? Do you have a rough roadmap?

Craig von C (Bleak)

He even recorded a review, which has already exceeded over 20k views 😮

Jakub W

The ability to use the project in your own game (even for commercial purposes) is not prohibited. This means that using assets from the project is completely allowed. However, this only applies to distributing the game in a packaged form, such as for Windows as the .exe file. It is forbidden to share project files without my permission.

Jakub W

Do you allow me to implement your projects in my game? In this case, I will be selling my game, and there will be parts of your project in it. I'm not sure if you publish your work only for people to study, or if you allow us to use it this way.

Lucas Vianna

You might consider using a metahuman head with a ue4 body and hiding the seam with clothes, & switch to full metahuman for cinematics. That's what I'm probably gonna do

Teague Wilson

best of best :D Clydiie started to migrate combat fury project into this project i dont know what to say guys:) i love you all

Tomkó Miklós

It's probably some problem with Inputs. I don't have a controller so I can't test it. However, I think that at the beginning it is worth checking the Inputs configuration and checking whether the Events respond to them correctly.

Jakub W

Above and beyond what I expected. Really (and I mean Really) great.

Cyber Jism

So glad I read this while it was downloading - my idiot self would have been digging through the blueprints looking for a node that needed attention. Whew, lol.

Cyber Jism

hello ! fisrt thank you for working on this project !! I tried it for a bit but wanted to play with the controler. The camera moves doesnt work, Like the right joystick is not repsonding at all. everything work but not the camera axis apparently. Is someone else is having this issue ?

guillaume dubosq

Post your question on Discord.

TorQue MoD

Oh man, i didnt notice it was warped. On some models its warped a lot but on mine it was slightly so i didnt notice. :/ I am trying to solve this retargeting for days and still no luck.

Eray Sirasogut

😍

DjSadhu

Is it possible to perform a takedown on an enemy from behind while I am in crouch stance? Currently it seems like I have to stand up before I can perform a takedown. Also, if I set an enemy to have "no pistol and no rifle", how can I get him to come toward the player and start punching (currently he just stands in place or runs away)

Ahmad Jadallah

Thank you very much Jakub

ashwin v

the greatest project ever

Clydiie

You can just remove the condition from the ShouldTurnInPlace function in ALS_AnimBP. https://snipboard.io/u4kjHV.jpg

Jakub W

amazing update. Thanks very much Jakub

Will Blackburn

The character currently auto rotates to face where the camera is facing (I don’t recall this being the case before), how do I disable that?

Ahmad Jadallah

But anything that comes from Character Creator 4 looks stretched when you assign it to the visual mesh on the player blueprint. What do you do to fix that?

Ahmad Jadallah

I found a way to implement, i exported Metahuman to Character Creator 4 and then exported to UE5.4. That way it worked, probably its better to retarget each bone but i dont know that much yet. But definetely looking for if you update in future :) Good job. Thanks for amazing projects :)

Eray Sirasogut

As for packing, I'll check it out. I don't rule out the possibility that packing may be problematic now. That's why I marked this version as experimental.

Jakub W

As for the crosshair, I probably did not delete the SAV file with the crosshair settings. When you press the K key while playing in editor, a menu with crosshair settings will open. I probably forgot to turn it on.

Jakub W

Hello Jakub, is it possible to package a build of the project? When I try to do that I just get an error "PackagingResults: Error: Unknown Error" with no other details. Also, is there supposed to be a crosshair when you aim any gun or rifle? I don't see any currently.

Ahmad Jadallah

Thank you!! Is fantastic!

Jhosep Chevarria

I mentioned about Metahuman on DC. Here is the message "Perhaps I provided too little information about the skeleton that allows for easy use with MetaHuman. Unfortunately, I was forced to stay with the UE4 skeleton because the source animation files I have are in that format, and retargeting such a large number of animations while preserving all the details is not that simple. I also have other projects that use this locomotion system, and I didn't want to abandon work on them. That's why I think it will be easier to perform real-time retargeting to the UE5 skeleton. I haven't managed to do this yet, but it's definitely in my plans."

Jakub W

No worries, just curious!

Michael Höglund

Not exactly. The source projects for the C++ plugins are not currently available, which makes it much more difficult to make changes to the code.

Jakub W

I've tried it now- and wow! Just wow.

Michael Höglund

Do we have access to the C++, as well?

Michael Höglund

This is so great. An awesome step forward.

Michael Höglund

Thanks a lot. I hope the project will be helpful for your work. Also thank you very much for supporting me and answering many questions on Discord :)

Jakub W

Hello I am searching for how to add Metahumans to project but i couldnt find any working tutorials. Do you have an idea how to make it work?

Eray Sirasogut

This is 100% the best update to the project so far. Thanks for continuing to support the project after all these years.

Alex J


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