A new engine version, numbered 5.6, was recently released. By default, opening the project by converting it from UE5.5 to UE5.6 is not possible, as the C++ code won’t compile. That’s why I’ve prepared ready-to-use plugins for this engine version.
Here’s a short guide on how to convert the AGLS project to version 5.6:
Launch the UE5.6 Editor
Select the option to open the AGLS v1.4 UE5.5 project. At this point, the engine will ask whether to create a copy and convert the assets to the newer version. Choose one of the available options
After this process, a message will appear saying that the C++ code needs to be recompiled. Select "No," and for the second window, also select "No." The editor will then close.
After downloading the plugins for UE5.6, go to the project folder. Delete the entire Plugins folder and replace it with the one from the file named 'AGLS v1.4 Plugins Content For UE5.6'.
Upon restarting the engine and selecting the project, the warnings about plugins content should disappear, and the editor should open the project successfully.
Please note that regardless of the engine version, AGLS can only be launched for a PC with Windows system.
Additionally, I would like to point out that this is not full support for the AGLS project for this engine version. Not everything has been tested for correctly operation. Nevertheless, in the UE5.6 version, the project packaging was successful. For now, I will mention a very simple bug that requires correction in order to be able to interact with items:
The plugin folder can be downloaded from this post:
UE 5.5 - AdventureGameLocomotionSystem V1.4.2 | (Project Files)
I’ll also mention that, without making any changes to the project, I haven’t noticed any performance improvement between UE5.5 and UE5.6. Epic Games stated that they introduced many optimization-related changes, but I’m not sure whether those updates will have any impact on AGLS.