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UE 5.6/5.7 - AdventureGameLocomotionSystem V1.7.0 | (Project Files) [No Replication, only Windows]

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UE 5.6/5.7 - AdventureGameLocomotionSystem V1.7.0 | (Project Files) [No Replication, only Windows]
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DESCRIPTION

A large-scale project designed for Unreal Engine 5.6+ that includes mechanics commonly used in adventure games.

The project is based on C++ (five C++ plugins), but modifying the source code is not required — changes can be made entirely through Blueprints.

Not all animations are included in the project (list), but they are not required for the project to function.

The project is compatible only with Windows systems. Packaged only on Win 11.

The entire system is NOT replicated.

All animations (~ 2.5k files) rigged to UE4 Mannequin, but project include real-time retargeting to UE5 Manny (compatible with Metahuman skeleton structure)

Size to download ~2.5GB zipped

Full Project Demonstration Wideo (AGLS v1.4 version)

Packaged Project DEMO for Windows

Patch Notes (from 1.1 to 1.5)

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.

Without these animations, the project will run normally.

📄Main features in 1.7.0 version:

New Jog gait state animations library. This version of the project introduces many changes related to the player character’s core movement. Most notably, the Gait = Jog (Running) has been updated. Using the animation base available in the GASP UE5.7 project, I was able to prepare a different movement setup for this player speed. The animations were adjusted to match the default idle pose, and the final result appears to be better compared to the previous animation database.

Minor adjustments were also made to the overall Motion Matching structure. The new Jog mode uses different speed and acceleration values, although it’s still possible to revert to the previous mode. I’d also like to note that several changes were made to the CharacterMovementComponent settings, including disabling the UseSeparateBrakingFriction option.

I should note, however, that the final result is not as precise or smooth compared to the GASP UE5.7 project. This is mainly due to the use of a different animation implementation approach for PoseSearch than the one chosen by Epic Games for the character associated with the Mover plugin. After many attempts to achieve better accuracy, I unfortunately wasn’t able to reach similar results.

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Opening Drawer Action | More interaction with the environment - Added a new AbilityBlueprint class that allows you to open drawers that may contain items.

Opening Cebinet Action | More interaction with the environment - Added a new AbilityBlueprint class that allows you to open cabinets that may contain items.

Opening Door Action | More interaction with the environment - Added a new AbilityBlueprint class that allows you to open doors in many different ways.

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New Ammo Looting Action | A new approach to picking up weapon magazines. By using animations selected based on height, along with a Control Rig that adjusts the direction and position of the pelvis bone, this should produce a much better result than before. I think many interactions should receive updates that incorporate Control Rig–based control.

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Narrow Space Walking:

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Narrow Ledge Walking:

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CompanionAI updated ClimbingSystem | From this version, CompAI can now search for a path taking into account the possibility of executing DropToLedge.

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Patch Notes (Minor Changes):

RopeSwingingSystem has been improved. The main change is greater control over swing force. In order to pull yourself up or move down the rope, the swinging force must be reduced. For this purpose, faster damping has been added when holding the Shift key.

PoseSearch logic has been improved for both PlayerAnimInst and HumansAI.

Several important changes were introduced to ALS_AnimBP in the context of AnimGraphFlow. The main difference is the use of additional AnimLinkedGraphs.

The shooting condition in the HumanAI Character was modified. When the condition MainTraceValid && !TraceResult.bStartPenetrating is not met, the function is now stopped.

The animation selection range for TraversalActions was improved. A wider range of directions was added, as well as support for usage when the player is close to the ground even while in the Falling mode.

The ALS_Ability_PickupLootItem class was improved, including better BlendIn / BlendOut transitions.

A Mantle-related bug was fixed. The issue was caused by a missing height condition check (Discord Video).

A bug related to Binoculars was fixed. The issue occurred due to an overlay change when RotationMode == Aiming.

The physics system for Zombies while Crawling was updated - Full leg simulation was added.

The entire animation set related to the ClimbingSystem was improved. The issue was caused by incorrect rotation of the Spine_03 bone.

DOWNLOAD PROJECT FILES (v1.7.0, UE5.6, No Replication)

Important notice: If you downloaded the UE5.7 project files before January 22, please download them again. This is because I’ve released new files that fix several important bugs (Bugs - Discord Message) (Engine Crash - Discord Message).

DOWNLOAD PROJECT FILES (v1.7.0, UE5.7, No Replication)

▶️ AGLS Tutorials Playlist ◀️

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.

📄 it is worth taking a look at the documents in the attachments 📄

Information about project packaging.In this version of the project, I left a few folders related to the packaging process I performed on my own computer — these include the 'Binaries' and 'Intermediate' directories for project and plugins folders. If any errors occur during packaging, it’s worth considering completely deleting these directories from the project files. Additionally, in such cases, it’s recommended to use the 'Full Rebuild' option.

Some important Discord threads:

Aiming looking wreid for Rifle overlay

IWALS Documentation (created by Minty and Anarky)

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 11 favs
VIEWS1
FILES20 files
POSTEDJan 16, 2026
ARCHIVEDJan 16, 2026