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UE 5.4 - AdventureGameLocomotionSystem V1.1 | (Project Files) [No Replication, only Windows]

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UE 5.4 - AdventureGameLocomotionSystem V1.1 | (Project Files) [No Replication, only Windows]
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DESCRIPTION

Informations about animations:

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):

"Stealth Finishers - knife and hand" by RamsterZ

"Brutal Finishers - Hand and Knife" by RamsterZ

"Ultimate Traversal Anims" by RamsterZ

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:

Without these animations, the project will run normally.

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:

Modify Layering Curves: (created still in the IWALS project). A very commonly used node for quickly modifying animation curve values.

Curve Smoother: Used to smooth out the values of curves received at the input. Created to eliminate steps interpolation.

Layer Blending (EXPERIMENTAL!!!). This is the C++ version of the Layer Blending system from Anim Graph.

Save Current Pose To SnapShot (created still in IWALS). Saves the input pose to a variable. This allows reading the position of the bones of a given animation even though the final pose has already been overwritten by other logic.

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.

News in 1.1 version:

New Cover System animation logic based on motion matching. I created a large animation database consisting of over 80 sequences. Thanks to this, motion matching for the 'Cover' system looks very smooth and realistic compared to an implementation based on State Machines. The system's logic works the same as in IWALS, meaning 'L Ctrl' activates the system, walking = A/D, aiming = A/D + 'R Mouse Button'. When the wall is low, it's also possible to aim by standing = only 'R Mouse Button'. Note: By default Cover System is configured to activate only when an enemy is nearby. If you want to disable this option, go to the 'BP_CoverSystemV2' component and then set the value of the 'OnlyWhenEnemyInRadius' variable to 0.

Rebuilt Character with Animation Instance for HumanAI Controller. The Character Blueprint, along with the animation logic, is largely based on C++. Unlike the BP_Character from the IWALS project, I managed to significantly reduce the amount of memory required to store resources needed for the proper functioning of the AI. Many assets are loaded into memory only when they are needed. I aimed for the highest possible optimization of the character without losing details, such as animations. Unfortunately, at the moment, the new logic only applies to the Character and its Animation Blueprint. The AI controller that manages the general behavior of the Character has not been changed. That would require significantly more time since I would have to create it from scratch.

 I also added a few commands that allow you to debug or disable some functions for AI

I added an actor "BP_SimpleHumanAI_Spawn" that allows for easy AI initialization during gameplay. It's worth taking a close look at how the initialization works, as it may cause FPS drops while loading assets.

 

Rifle inspection table (Animations demo). To activate interaction press 'E' (Im prepared animations only for M4A1 rifle)

 

Minor changes and some bugs fixed:

New Equip animations for Rifle and Pistol Overlays

Added ‘Forced’ parameter for Overlay State Changing. When some system required changing current state immediately and Forced is checked the system is ignoring blocking conditions. By this solutions I’m fixed problem when player is started equip item and in this same time performed climbing ledge (before this the character is still holding rifle when climbing).

Added additive poses for Rifle overlay to fix hands position in idle state.

Fixed Stride Warping while playing looting action

Disabled Foots IK while Zipline

I improved the overall appearance of some overlays to better fit the idle pose from GASP

Added some new FootsSteps sounds for MetaSound.

Added more sounds for animations like: death, stealth finisher, melee attack

Fixed Intertialization error while picking a new Rifle model

Deleted Old HumanAI Character and Animation class. In that case, if the "ALS_Human_AI_CharacterBP" class is present somewhere in the scene, errors may occur after changing the files. You can avoid this by using a simple trick. Just rename the AI-related assets to match those currently in AGLS v1.1. Of course, this change has its limitations, as there can't be any references other than those related to specific levels.

Removed unused animations, structures, enums, and some Interface Functions

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

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:

[50%✔] Adding a Cover and Crawl System

More detailed animations for Pose Search and additional locomotion, such as Injured or Tired

[✔] Improving overlay animations due to incomplete compatibility with GASP poses

[20%✔] Performance improvements, such as introducing asynchronous loading for the Ability System

[50%✔] Adding Motion Matching for AI, including Zombies

Rebuilding and introducing new AI logic, as the current systems are outdated. This might take more time

[✔] Adding better transitions between some systems, such as jumping to grabbing a ledge or beam, etc.

[✔] Improving Foot IK and many other elements of the player’s animation logic

Attempting to convert animation logic, such as the Sliding or Swimming system, to Motion Matching

[✔] Providing a proper retarget asset that allows characters to be transferred from the UE4 skeleton to UE5 during the game

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.

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.

JakubW PATREON 10 favs
VIEWS1
FILES14 files
POSTEDOct 8, 2024
ARCHIVEDJun 10, 2026