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 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)
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):
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.
➤ New Advanced HumansAI system:
This version of the project focuses primarily on a major overhaul of the AI controller for HumanCharacters. The new controller is a large collection of various types of assets that ultimately come together to create AI designed to provide engaging immersion during gameplay. Compared to the previous controller, which was implemented back in UE4.26, the new one is built on more modern technologies such as StateTree, SmartObjects, ContextualAnimations, and a modified EQS system. It consists of assets developed using both Blueprint and C++. I aimed to design the system so that the AI reacts dynamically, adapting as much as possible to its current environment. For example:
Attempting to attack zombies while staying undetected and remaining quiet.
This behavior is mainly possible thanks to the TryFindHidingPositionSync() function, which determines a position that keeps the AI out of enemy line of sight. The function analyzes a large amount of data, primarily related to assigning weights to NavCoverPoints distributed across the scene. Unfortunately, the computational cost of this analysis is quite high. By default, the configuration prioritizes the quality of the analysis over performance.

Taking cover in a way that still allows aiming at enemies. This behavior is handled mainly by the EQS, which analyzes NavCoverPoints to find a position as close as possible to the edge of a wall.

Surrendering when the player aims at the AI and there is no nearby cover or allies.
If the AI is unarmed and in a patrolling state, it may decide to trigger a ‘surrender’ state. However, this is a rare reaction that depends on many factors.

Creating battles between two or more teams.
The new AI controller allows for the creation of teams, which can lead to impressive large-scale battles between multiple characters.

Interacting with the environment using Smart Objects.

This is what the logic in State Tree looks like:

Not everything I initially planned made it into the final version. I should also mention that the AI was designed with a relatively small number of active instances in mind. Designing the entire AI logic so that instances don’t interfere with one another is a major challenge without using RealTimeNavMesh. Still, I believe the overall result should look really good. Many configuration variables have been exposed to DataAssets, allowing extensive experimentation with the AI’s general behavior:

I should also mention potential bugs that users may encounter. Since there are a lot of possible scenarios to account for, it was impossible for me to test every combination. Therefore, the AI might occasionally bug out. I believe it’s best to report any encountered issues on the Discord server, preferably with videos showing the problem. This would help me understand and address the issue more quickly.

Finally, I’ve decided to prepare a document aimed at providing a deeper understanding of how the new AI controller works. Since configuring it isn’t a simple task, I recommend reviewing the documentation as well as the video below, which demonstrates how to set up a new scene containing AI:
Document about new AI Controller
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Better attacks for Zombies and new paired attack dynamic cutscenes. The attacks that Zombies can perform have been improved. Additionally, a new mechanic has been introduced — dynamic cutscenes simulating struggles or push interactions with Zombies.
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➤ Converted StealthFinishers to ContextualAnimations assets.

I don't know how long this plugin has been in Unreal Engine, but I recently learned about it. I completely didn't expect Epic to implement something like this, and I think it's a great solution. That's why I decided to convert StealthFinishers to this system. Everything should work the same as before using this plugin. And I was already in the process of implementing my own asset that achieves a similar effect 🤦♂️.
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The refresh rate for Dynamic Ledge Climbing has been reduced when no system is active. This means that when the player is not climbing, for example, the TickInterval is set to 0.06 and the ability to climb is checked at this interval.
Fixed bug related to HoldingBox and switching to Hook Overlay durning box hold. Before this change bug cause that player can't change overlay anymore
The CompoanionAI should have a better Hiding logic
Fixed bug related to PredictableJump when the landing position is in WaterVolume
Deleted old CheckMantleFunction in ALS_BaseCharacterBP
Removed BalanceComponent from ALS_BaseCharacterBP and marked it as depracated
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Now AGLS support Gamepad - Added full Inputs Mapping . 🎮

I’ve never played with a gamepad before, so I want to point out that the default gamepad inputs may not be very intuitive. However, I tried to keep a layout similar to the default one in Uncharted 4. Additionally, not all AGLS features fully support gamepads — this mainly applies to systems like PickaxeClimbing and RifleInspection.
This is what the default Inputs Mapping looks like (see image in full resolution):

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New overlays props attach logic based on StateTree:

This system is responsible for correctly attaching the player’s equipped items, such as a rifle, knife, pistol, etc. Before introducing StateTree, managing this aspect was very difficult. With this approach, it becomes much easier to synchronize the moment when an item is attached with the Equip/Unequip animations. In the StateTreeTask, you can specify, for example, whether the attachment should be triggered directly from the animation, and if not, how much to delay the Attach call, e.t.c.
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Updated animations for Axe Overlay State (also added Unequip anim):

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Minor changes and bug fixes:
Fixed layering durning Shotgun shooting and crouching - Link
Edited Abilities Wardrobe and Locker to allow perform sequences when current stance is Crouching.
Fixed a bug related to executing the PickingBackpack Ability while the player was crouching - Link
Fixed FootsIK calfs not correct positions durning walking on high slopes - Link
Fixed a bug related to ZombiePairedAttack. There was a missing condition to check the height difference when attempting to attack - Link
Fixed an issue that occurred when the player switched from PredicableJump to TraversalAction. The bug caused CharacterMovementMode to be set incorrectly - Link
Fixed bow animation bug when transitioning to Ragdoll MovementState
Fixed a bug in the Backpack physics simulation. Full simulation is now disabled and the shaking effect is handled by RigidNode inplemented in AnimInstance - Link
Fixed the logic related to updating the widget for OverlayState. Some parts of the BP code were missing the update function call.
📄 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 plugins located in the 'Plugins' folder. 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:
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.
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 (DefaultLevel) without any AI controllers, my computer was able to generate around 85 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.
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