JakubW - UE 5.7 - AdventureGameLocomotionSystem V2.0.0 | (Project Files) [No Replication, only Windows]
infoAbout This Title
Adventure Game Locomotion System (AGLS) v2.0 is an extensive framework designed to provide a solid foundation for creating full-fledged single-player third-person games. The project's content was inspired by game series such as Uncharted and The Last of Us, while also introducing many unique mechanics of its own.
The project is based on C++ (6 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 (~ 2.7k files) rigged to UE4 Mannequin, but project include real-time retargeting to UE5 Manny (compatible with Metahuman skeleton structure)
Size to download ~2.6GB zipped
NOTE: AGLS is a highly complex and extensive framework. It includes many features that extend the default systems available in the engine. Working with it efficiently and making modifications requires substantial experience with Unreal Engine.
Due to the overall complexity and scale of the system, it is important to keep in mind that the number of potential bugs may increase. Nevertheless, I make every effort to identify and eliminate such issues, and whenever bugs are discovered, I provide updated files with the necessary fixes.Packaged Project DEMO for Windows
Patch Notes from 1.2 to 1.7 (Patreon Posts)
The link to download the project files is at the end of the post contentInformations about animations:
Not all animations are included in the project.
Animations such as Stealth Finishers or some other finishers 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.
Note: There have been significant changes regarding animations not included in the project. As of version v1.8, animations from the "Brutal Finishers - Hand and Knife" pack are no longer as essential, and MeleeCombat now uses only 6 animation assets during game from this pack. Despite this, the project still contains additional assets for these animation sequences, as they are planned to be used in future versions. For "Stealth Finishers - Knife and Hand" and "Ultimate Traversal Anims", the situation remains largely the same as in previous versions of the project.
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 not included animations sequences used in the project
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.
After a long period of development, I have finally managed to complete the first release of AGLS v2.0. I put a great deal of time into this version, and the final number of changes turned out to be quite significant (A large part concerns technical issues). With v2.0, I wanted to focus as much as possible on making the project more "production ready." I tried to improve many mechanics, animations, and systems, while also creating a more organized environment so that working with AGLS would be clearer and easier.
More than two years have passed since version 1.0, which marked the transition from ALSv4 locomotion to Motion Matching. That is a very long time to spend on a single project. During this period, I have continuously developed my Game Dev skills, including my knowledge of Unreal Engine, C++, animation, and modeling.
Because of that, I would like to thanks everyone who has supported my work. Some of you have been doing so for years, and without your support, my journey with Unreal Engine would most likely have ended a long time ago.
I will try to explain the current state of AGLS v2.0, provide an overview of the update, describe my future plans for the project, and cover other important information.
First of all, the release of v2.0 does not mean the definitive end of my support for this project. I think that versions such as 2.0.1 or 2.0.2 should still appear later this year.
The main reason for this is that AGLS is a very complex project environment, which naturally makes it more susceptible to various bugs that I may not have managed to catch. Even though I have tested the project myself, I do not think I was able to cover every possible scenario that a player might encounter. Because of this, I will try to keep track of reported issues and fix them. If enough of them accumulate, I will most likely release smaller file updates. I also do not rule out adding some smaller improvements along the way, such as changes to HoldHostage, since I skipped that gameplay element in v2.0.0.
Main changes and information regarding version 2.0.0:
Updated Guns systems
v2.0 includes major changes related to equipment and weapons. Most importantly, this applies to the new approach to pistols and rifles. Starting from this version, weapon models are declared as Data Assets, while the DataTable is now used only for cataloging and indexing them. The DataAsset contains more configuration parameters and appears to be much easier to read and manage.
The weapon models themselves—including their skeletal structures and geometry—have undergone numerous changes to better support the AnimInstances assigned to the props.
As for the firearm-related elements, I improved many animations, mainly those related to OverlayStates, and added a large library of completely new sequences, including Recoils, Reload with Drop Mags, Reload without Drop, Switching Weapon Models, Filling Magazines with Individual Bullets, and more. The weapon models themselves now include around 70 unique animations.
Putting it all together, I think I’ve managed to implement an interesting weapon system that, with the right configuration, can realistically reflect reality and add an engaging layer of survival immersion.
Of course, it is important to keep in mind that I used certain simplifications in some areas, and the entire system was created by a single person without extensive professional animation experience. I also did not focus heavily on visual effects such as particle effects or CameraShake. I do not have much experience with Niagara, so I decided to leave that part to the user of the project.The system now mainly supports two different approaches related to ammunition, magazines, and item drops. By default, the ALS_GameMode_SP class contains parameters that affect the gameplay mode:
The most important values are GunsMagazinesArStoredInPlayerChar and CanUseSurvivalModeGuns. By default, both are set to true, which causes reloading and looting behavior to work somewhat differently than in previous versions of the project.
Most importantly, with this configuration, the player does not drop the magazine during reloading. Instead, it is stored in the inventory. By default, the player can carry up to 3 magazines per rifle or pistol instanice (excluding shotguns and revolvers).
During reloading, the game selects the magazine with the highest amount of ammunition. Individual magazines can also be picked up. If there is no free inventory space available, the picked-up magazine replaces one already stored in the player’s inventory. The system selects the magazine with the lowest amount of ammunition for replacement.
To perform a standard reload, press the (R) key. Holding the key instead will attempt to use the 'Fill Mag With Ammo' ability.
I should also mention the HUD interface and other Widgets. I did not focus heavily on these aspects, so the overall presentation may not always be very clear. In addition, when displaying information about a particular item, the system has to take a large amount of data into account. By default, the Widgets display information using Rich Text, which allows for more advanced text formatting as well as the ability to insert images.
When overlay menu opened:
Another important change related to rifles is the ability to carry more than one instance. AGLS currently allows up to 3 rifles, although I would personally recommend limiting this to a maximum of 2 instances.
From a technical perspective, the new weapon system is based on a completely new class. Previously, elements such as shooting using gun were implemented directly inside ALS_Character_BP. From now on, however, this functionality is handled through the AGLS_PlayerGunsFunctionalityExtend instance.
AGLS_PlayerGunsFunctionalityExtend is also responsible for elements such as:
Correctly attaching weapon instances
Updating Recoil and Aiming Instability
Generating hit trajectories for sniper rifles
There is also a function library available that allows you to control and read important parameters related to the Guns System:
Another important new asset worth mentioning is 'AGLS_BulletsTypes'. It is responsible for declaring the ammunition types that weapon models can use.
A major new addition is also an entirely new firearm type: the revolver. By default, only one revolver declaration is available, named RSH-12. It is one of the more recognizable conceptual revolver designs and can also be seen, for example, in Resident Evil Requiem.
By default, like most models in AGLS, the revolver was created as a low-poly model. However, a much higher-resolution model is also available as an example.
Model creator: "RSH-12 revolver" (https://skfb.ly/oHI9v) by MCTav1sh. Rig by JakubWTo use it, simply open the 'PistolDefinition_RSH_12' asset and set SkeletalMesh to Revolver_RSH_12_HighPoly.
Heavy update for props like Bow, Knife, Axe
AGLS v2.0 also significantly alters elements such as holding a bow, knife, or axe. All animations associated with these items have been refreshed, and the models themselves have undergone major changes for certain variants.
Significant changes related to the 'BP_DynamicClimbingComponent_v2' component
The Climbing System has undergone many changes. Whether some of these changes are improvements or drawbacks may be highly subjective, so the option to return to the default configuration originating from the IWALS project has been preserved. The most significant changes are the ability to choose the algorithm used to detect so-called ledges, as well as the transition sequence into the ledge-hanging state, which is now based on Motion Matching.
This is what the current default Climbing System configuration looks like:
The main change related to the new LedgeDetection algorithm is that the Climbing Component now includes a parameter that determines which algorithm should be used. There are three available types: Default, ComplexTraces, and Astra. Descriptions of each type can be found in the variable tooltip.
Choosing the appropriate algorithm, along with its configuration parameters, can be important for performance. The default ComplexTracesMode expands the area in which a ledge can be detected. In addition, it accepts collision cases where the available space for the capsule is limited, which allows it to handle Complex Collision more effectively, including on Nanite geometry.
By default, a new function is also used that performs significantly better when searching for an edge that can be used to transition into Climbing Ledge. Its use is optional as well.
Some smaller climbing-related changes include:
Improved Beam Swinging, including transition animations into the hanging state, as well as the use of BlendStack for better animation blending. Importantly, by default, the DetermineWallPosition function does not analyze instances of BP_BeamForSwinging actors. To change this behavior, place a BP_ModifyClimbingParamsVolume in the level using the recommended configuration:
The approach used to determine HandsIK positions has also been changed. Previously, the FindingLedge algorithm was additionally executed for this purpose, which unnecessarily affected system performance
Improved behavior on moving geometry, including additional conditions that check ledge inclination, the velocity of the object the player is holding onto, and other related parameters
Improved pistol aiming control while climbing. The player can now lean over an edge if the system detects that there is enough space to do so
Added active physics simulation for the legs during FreeHanging (experimental feature)
Changed the Root bone position for all climbing-related animations. Previously, all of these animations had an incorrect Pelvis position relative to the Root bone. Because of this, ModifyBone had to be used to correct the offset
Ability to load presets associated with the player's default inventory and equipment.
A new class named BP_PlayerCharacterConfigurator now allows you to create presets for the player character’s default configuration. By placing an instance of this class in the level and selecting a preset, you can control whether the player starts with full equipment, has no weapons, carries a backpack, how many weapon instances can be carried, how many magazines are available in the inventory, and other related settings.
Actor instances can be retrieved from the current scene, or the system can create new ones and assign them to the player.
List of smaller changes introduced in the project:
Improved blending between OverlayState layers and BasePoses, as well and transitions between different OverlayLayer instances, for example ALS_OverlayState_Pistol_2H -> ALS_OverlayState_Default, using InertialBlending.
Improved OverlayPoses blending when changing Stance, such as Standing, Crouching, or Crawling.
Converted many functions in classes located in the States folder to ThreadSafe.
Improved animation blending when activating ThrowableObjectHold layer. This mainly concerns cases where the character was unequip item such as a rifle. Previously, the ArmR layering was not passing through correctly.
Improved blending between different overlays while the flashlight-holding overlay is active. This is a fairly complex case, but I think the final result is significantly better than in previous versions of the project.
Added additional Equip and UnEquip animations for KnifeOverlay.
Improved the actual grenade flight trajectory so that it matches the generated prediction more accurately.
Reworked TorchOverlay. This system has been significantly simplified while still preserving the ability to light the torch.
Made a small change to HumanAI Dying Sequences. Fixed incorrect animation selection when the AI was in the Crouching state.
Slightly changed the item drop system when HumanAI dies. This logic is connected to the new Weapons System.
Added Namespaces to some systems.
Added and standardized thumbnails for many assets available in the project.
Added an experimental optimization approach for the Camera System. When this functionality is enabled, the AnimGraph responsible for controlling the camera position can dynamically adjust its TickRate depending on whether any state has changed.
Optimized active SkeletalMesh instances available in the level. From now on, elements such as BP_I_OpenableCabinet, BP_I_OpenableDoors, BP_I_OpenableDrawers, and BP_PickablePropItem process their skeletons only when it is actually necessary. These instances can also switch from rendering as SkeletalMesh to rendering as StaticMesh.
DOWNLOAD PROJECT FILES (v2.0.0, UE5.7)
I would also like to mention an important point to keep in mind when extracting the project files. Normally, little attention is paid to the folder in which a project is stored. However, asset paths are subject to length limitations. AGLS contains a large number of subfolders and assets with relatively long names. As a result, storing the project in a directory with a very long path may cause issues during packaging. For example, in my case, the project files are stored in the ':\Unreal Projects\UE5.7' directory. If it were something like ':\Epic Games\Unreal Engine 5.7\Projects\AdventureGameLocomotionSystem\', you might get an error message about the asset path exceeding the maximum number of characters.For Unreal Engine 5.8 version
The files aren't ready just yet. Personally, I’ve been having quite a few issues with this version of UE5—I’ve actually had to reinstall it twice already. That said, I will definitely get the necessary files ready. I expect to have everything sorted out within five days of the UE5.7 release at the latest. Sorry
If you need additional information related to this engine version and conversion instructions, you can go to this POSTAGLS Tutorials Playlist
This tutorial playlist might be outdated. I will try to prepare a brand-new, up-to-date playlist for version 2.0.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.
Adventure Game Locomotion System (AGLS) v2.0 is an extensive framework designed to provide a solid foundation for creating full-fledged single-player third-person games. The project's content was inspired by game series such as Uncharted and The Last of Us, while also introducing many unique mechanics of its own.
The project is based on C++ (6 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 (~ 2.7k files) rigged to UE4 Mannequin, but project include real-time retargeting to UE5 Manny (compatible with Metahuman skeleton structure)
Size to download ~2.6GB zipped
NOTE: AGLS is a highly complex and extensive framework. It includes many features that extend the default systems available in the engine. Working with it efficiently and making modifications requires substantial experience with Unreal Engine.
Due to the overall complexity and scale of the system, it is important to keep in mind that the number of potential bugs may increase. Nevertheless, I make every effort to identify and eliminate such issues, and whenever bugs are discovered, I provide updated files with the necessary fixes.Packaged Project DEMO for Windows
Patch Notes from 1.2 to 1.7 (Patreon Posts)
The link to download the project files is at the end of the post contentInformations about animations:
Not all animations are included in the project.
Animations such as Stealth Finishers or some other finishers 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.
Note: There have been significant changes regarding animations not included in the project. As of version v1.8, animations from the "Brutal Finishers - Hand and Knife" pack are no longer as essential, and MeleeCombat now uses only 6 animation assets during game from this pack. Despite this, the project still contains additional assets for these animation sequences, as they are planned to be used in future versions. For "Stealth Finishers - Knife and Hand" and "Ultimate Traversal Anims", the situation remains largely the same as in previous versions of the project.
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 not included animations sequences used in the project
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.
After a long period of development, I have finally managed to complete the first release of AGLS v2.0. I put a great deal of time into this version, and the final number of changes turned out to be quite significant (A large part concerns technical issues). With v2.0, I wanted to focus as much as possible on making the project more "production ready." I tried to improve many mechanics, animations, and systems, while also creating a more organized environment so that working with AGLS would be clearer and easier.
More than two years have passed since version 1.0, which marked the transition from ALSv4 locomotion to Motion Matching. That is a very long time to spend on a single project. During this period, I have continuously developed my Game Dev skills, including my knowledge of Unreal Engine, C++, animation, and modeling.
Because of that, I would like to thanks everyone who has supported my work. Some of you have been doing so for years, and without your support, my journey with Unreal Engine would most likely have ended a long time ago.
I will try to explain the current state of AGLS v2.0, provide an overview of the update, describe my future plans for the project, and cover other important information.
First of all, the release of v2.0 does not mean the definitive end of my support for this project. I think that versions such as 2.0.1 or 2.0.2 should still appear later this year.
The main reason for this is that AGLS is a very complex project environment, which naturally makes it more susceptible to various bugs that I may not have managed to catch. Even though I have tested the project myself, I do not think I was able to cover every possible scenario that a player might encounter. Because of this, I will try to keep track of reported issues and fix them. If enough of them accumulate, I will most likely release smaller file updates. I also do not rule out adding some smaller improvements along the way, such as changes to HoldHostage, since I skipped that gameplay element in v2.0.0.
Main changes and information regarding version 2.0.0:
Updated Guns systems
v2.0 includes major changes related to equipment and weapons. Most importantly, this applies to the new approach to pistols and rifles. Starting from this version, weapon models are declared as Data Assets, while the DataTable is now used only for cataloging and indexing them. The DataAsset contains more configuration parameters and appears to be much easier to read and manage.
The weapon models themselves—including their skeletal structures and geometry—have undergone numerous changes to better support the AnimInstances assigned to the props.
As for the firearm-related elements, I improved many animations, mainly those related to OverlayStates, and added a large library of completely new sequences, including Recoils, Reload with Drop Mags, Reload without Drop, Switching Weapon Models, Filling Magazines with Individual Bullets, and more. The weapon models themselves now include around 70 unique animations.
Putting it all together, I think I’ve managed to implement an interesting weapon system that, with the right configuration, can realistically reflect reality and add an engaging layer of survival immersion.
Of course, it is important to keep in mind that I used certain simplifications in some areas, and the entire system was created by a single person without extensive professional animation experience. I also did not focus heavily on visual effects such as particle effects or CameraShake. I do not have much experience with Niagara, so I decided to leave that part to the user of the project.The system now mainly supports two different approaches related to ammunition, magazines, and item drops. By default, the ALS_GameMode_SP class contains parameters that affect the gameplay mode:
The most important values are GunsMagazinesArStoredInPlayerChar and CanUseSurvivalModeGuns. By default, both are set to true, which causes reloading and looting behavior to work somewhat differently than in previous versions of the project.
Most importantly, with this configuration, the player does not drop the magazine during reloading. Instead, it is stored in the inventory. By default, the player can carry up to 3 magazines per rifle or pistol instanice (excluding shotguns and revolvers).
During reloading, the game selects the magazine with the highest amount of ammunition. Individual magazines can also be picked up. If there is no free inventory space available, the picked-up magazine replaces one already stored in the player’s inventory. The system selects the magazine with the lowest amount of ammunition for replacement.
To perform a standard reload, press the (R) key. Holding the key instead will attempt to use the 'Fill Mag With Ammo' ability.
I should also mention the HUD interface and other Widgets. I did not focus heavily on these aspects, so the overall presentation may not always be very clear. In addition, when displaying information about a particular item, the system has to take a large amount of data into account. By default, the Widgets display information using Rich Text, which allows for more advanced text formatting as well as the ability to insert images.
When overlay menu opened:
Another important change related to rifles is the ability to carry more than one instance. AGLS currently allows up to 3 rifles, although I would personally recommend limiting this to a maximum of 2 instances.
From a technical perspective, the new weapon system is based on a completely new class. Previously, elements such as shooting using gun were implemented directly inside ALS_Character_BP. From now on, however, this functionality is handled through the AGLS_PlayerGunsFunctionalityExtend instance.
AGLS_PlayerGunsFunctionalityExtend is also responsible for elements such as:
Correctly attaching weapon instances
Updating Recoil and Aiming Instability
Generating hit trajectories for sniper rifles
There is also a function library available that allows you to control and read important parameters related to the Guns System:
Another important new asset worth mentioning is 'AGLS_BulletsTypes'. It is responsible for declaring the ammunition types that weapon models can use.
A major new addition is also an entirely new firearm type: the revolver. By default, only one revolver declaration is available, named RSH-12. It is one of the more recognizable conceptual revolver designs and can also be seen, for example, in Resident Evil Requiem.
By default, like most models in AGLS, the revolver was created as a low-poly model. However, a much higher-resolution model is also available as an example.
Model creator: "RSH-12 revolver" (https://skfb.ly/oHI9v) by MCTav1sh. Rig by JakubWTo use it, simply open the 'PistolDefinition_RSH_12' asset and set SkeletalMesh to Revolver_RSH_12_HighPoly.
Heavy update for props like Bow, Knife, Axe
AGLS v2.0 also significantly alters elements such as holding a bow, knife, or axe. All animations associated with these items have been refreshed, and the models themselves have undergone major changes for certain variants.
Significant changes related to the 'BP_DynamicClimbingComponent_v2' component
The Climbing System has undergone many changes. Whether some of these changes are improvements or drawbacks may be highly subjective, so the option to return to the default configuration originating from the IWALS project has been preserved. The most significant changes are the ability to choose the algorithm used to detect so-called ledges, as well as the transition sequence into the ledge-hanging state, which is now based on Motion Matching.
This is what the current default Climbing System configuration looks like:
The main change related to the new LedgeDetection algorithm is that the Climbing Component now includes a parameter that determines which algorithm should be used. There are three available types: Default, ComplexTraces, and Astra. Descriptions of each type can be found in the variable tooltip.
Choosing the appropriate algorithm, along with its configuration parameters, can be important for performance. The default ComplexTracesMode expands the area in which a ledge can be detected. In addition, it accepts collision cases where the available space for the capsule is limited, which allows it to handle Complex Collision more effectively, including on Nanite geometry.
By default, a new function is also used that performs significantly better when searching for an edge that can be used to transition into Climbing Ledge. Its use is optional as well.
Some smaller climbing-related changes include:
Improved Beam Swinging, including transition animations into the hanging state, as well as the use of BlendStack for better animation blending. Importantly, by default, the DetermineWallPosition function does not analyze instances of BP_BeamForSwinging actors. To change this behavior, place a BP_ModifyClimbingParamsVolume in the level using the recommended configuration:
The approach used to determine HandsIK positions has also been changed. Previously, the FindingLedge algorithm was additionally executed for this purpose, which unnecessarily affected system performance
Improved behavior on moving geometry, including additional conditions that check ledge inclination, the velocity of the object the player is holding onto, and other related parameters
Improved pistol aiming control while climbing. The player can now lean over an edge if the system detects that there is enough space to do so
Added active physics simulation for the legs during FreeHanging (experimental feature)
Changed the Root bone position for all climbing-related animations. Previously, all of these animations had an incorrect Pelvis position relative to the Root bone. Because of this, ModifyBone had to be used to correct the offset
Ability to load presets associated with the player's default inventory and equipment.
A new class named BP_PlayerCharacterConfigurator now allows you to create presets for the player character’s default configuration. By placing an instance of this class in the level and selecting a preset, you can control whether the player starts with full equipment, has no weapons, carries a backpack, how many weapon instances can be carried, how many magazines are available in the inventory, and other related settings.
Actor instances can be retrieved from the current scene, or the system can create new ones and assign them to the player.
List of smaller changes introduced in the project:
Improved blending between OverlayState layers and BasePoses, as well and transitions between different OverlayLayer instances, for example ALS_OverlayState_Pistol_2H -> ALS_OverlayState_Default, using InertialBlending.
Improved OverlayPoses blending when changing Stance, such as Standing, Crouching, or Crawling.
Converted many functions in classes located in the States folder to ThreadSafe.
Improved animation blending when activating ThrowableObjectHold layer. This mainly concerns cases where the character was unequip item such as a rifle. Previously, the ArmR layering was not passing through correctly.
Improved blending between different overlays while the flashlight-holding overlay is active. This is a fairly complex case, but I think the final result is significantly better than in previous versions of the project.
Added additional Equip and UnEquip animations for KnifeOverlay.
Improved the actual grenade flight trajectory so that it matches the generated prediction more accurately.
Reworked TorchOverlay. This system has been significantly simplified while still preserving the ability to light the torch.
Made a small change to HumanAI Dying Sequences. Fixed incorrect animation selection when the AI was in the Crouching state.
Slightly changed the item drop system when HumanAI dies. This logic is connected to the new Weapons System.
Added Namespaces to some systems.
Added and standardized thumbnails for many assets available in the project.
Added an experimental optimization approach for the Camera System. When this functionality is enabled, the AnimGraph responsible for controlling the camera position can dynamically adjust its TickRate depending on whether any state has changed.
Optimized active SkeletalMesh instances available in the level. From now on, elements such as BP_I_OpenableCabinet, BP_I_OpenableDoors, BP_I_OpenableDrawers, and BP_PickablePropItem process their skeletons only when it is actually necessary. These instances can also switch from rendering as SkeletalMesh to rendering as StaticMesh.
DOWNLOAD PROJECT FILES (v2.0.0, UE5.7)
I would also like to mention an important point to keep in mind when extracting the project files. Normally, little attention is paid to the folder in which a project is stored. However, asset paths are subject to length limitations. AGLS contains a large number of subfolders and assets with relatively long names. As a result, storing the project in a directory with a very long path may cause issues during packaging. For example, in my case, the project files are stored in the ':\Unreal Projects\UE5.7' directory. If it were something like ':\Epic Games\Unreal Engine 5.7\Projects\AdventureGameLocomotionSystem\', you might get an error message about the asset path exceeding the maximum number of characters.For Unreal Engine 5.8 version
The files aren't ready just yet. Personally, I’ve been having quite a few issues with this version of UE5—I’ve actually had to reinstall it twice already. That said, I will definitely get the necessary files ready. I expect to have everything sorted out within five days of the UE5.7 release at the latest. Sorry
If you need additional information related to this engine version and conversion instructions, you can go to this POSTAGLS Tutorials Playlist
This tutorial playlist might be outdated. I will try to prepare a brand-new, up-to-date playlist for version 2.0.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.
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