UE 5.4 - AdventureGameLocomotionSystem V1.1 | (Project Files) [No Replication, only Windows]
Added 2024-10-08 12:59:41 +0000 UTC
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):
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

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
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.
Hi just wondering i unzipped the file but how to i add it/create a project with it
Archie Lemarchand-phillips
2025-02-11 12:13:34 +0000 UTC
Hi I'm new here and rather new to ue5 in general. So far I've mostly been focused on map building. Can someone explain how to open this project? I've downloaded and unzipped the files etc.but what is the next step. Sorry if this is the wrong place to ask and thanks in advance.
N. S.
2024-12-28 13:46:43 +0000 UTC
this please ^^^
maro-kun
2024-12-13 19:29:39 +0000 UTC
Hi, new here I was just wondering if anyone has the full Controller &/or Keyboard Inputs list for the project ?
Sean Tereso
2024-12-09 02:30:56 +0000 UTC
Replicated means it can be used for multiplayer.
Alex J
2024-12-06 01:12:43 +0000 UTC
How to make jump as in original project? More long
Harmony Tron
2024-12-03 01:12:58 +0000 UTC
El link de descarga no esta en discord , esta en este mismo post, se llama dowload project file link
Damian Gonzalo Laurela
2024-11-23 16:45:16 +0000 UTC
They didn't migrate them but created new ones, so they are still available!
Raul Izquierdo Rodriguez
2024-11-22 19:01:21 +0000 UTC
How can I adjust the AI settings in my project? Currently, the AI is too ruthless, and I’d like to make them less aggressive. Also, is it possible to restrict the AI to only use pistols and not AR weapons?
sai badhri
2024-11-20 04:14:37 +0000 UTC
Amazing! But how to buy animations if its not for sale anymore? This listing has not been migrated to FAB by the seller. It is only available to use from your Vault in the Epic Games Launcher.
Harmony Tron
2024-11-18 09:57:33 +0000 UTC
Hi. How to change Character body to Metahuman?
Adriano Anunciação Oliveira
2024-11-18 03:57:01 +0000 UTC
Hey can this project be used for commercial use
Kiron Block
2024-11-16 18:37:52 +0000 UTC
Same here
Juliano Dczr
2024-11-16 14:25:03 +0000 UTC
Hello, do you plan to upgrade the build to Unreal Engine 5.5? Thank you! 😊
Mike Roy
2024-11-15 16:29:19 +0000 UTC
Hi Jakub! I have a problem with camera setup: It always spawn at 0 and not working properly
Grigory Zaychenkov
2024-11-15 15:55:37 +0000 UTC
When is the next update?
Anshuman
2024-11-13 11:08:08 +0000 UTC
The AGLS project is not a C++ project, which makes editing the C++ code impossible on the start. However, you can create such a project. For each plugin, the code is contained in the 'source' folder.
Jakub W
2024-11-11 23:00:56 +0000 UTC
any update on this? The Camera for vehicles just doesn't want to work in 1.1 :(
Dee james
2024-11-11 11:17:30 +0000 UTC
where is c++ source code? I can't find
마 바
2024-11-09 12:39:29 +0000 UTC
hola el link de descarga en discord no sirve ayuda por favor
jesus enrique hernandez jimenez
2024-11-05 20:30:19 +0000 UTC
I love the work you've done and you created the building blocks to make a fully finished polished game. I'm a huge fan of the Last of Us myself and being able to create my own levels with those mechanics is amazing. This opens the door for someone to create an open world Last of Us. I'm geniunly impressed by your work.
Damien
2024-11-02 16:18:41 +0000 UTC
Hi Craig, I read your comment and I was wondering, what does it mean when a project can be "replicated" or not. Is this asset store related?
Damien
2024-11-02 16:17:11 +0000 UTC
Hey man, instead of migrating out of the AGLS project file, try importing your assets into the AGLS project. You'll have a much better time this way.
Damien
2024-11-02 16:14:44 +0000 UTC
Hey I’m having trouble when I try to disposssess or repossess the camera, can someone help me locate the line of code / node that pertains to this?
Trapsin CEO
2024-10-27 08:46:47 +0000 UTC
Sounds good, thanks for the reply. Really cool project!
Andy Selvig
2024-10-26 20:28:03 +0000 UTC
Also the rifle aiming is broken
Tru dIE
2024-10-26 17:12:27 +0000 UTC
Where are the controls posted? Isnt there hostage? Prone? etc... Idk the controls & cant find them anywhere
Tru dIE
2024-10-26 17:05:40 +0000 UTC
Thanks for the reply, the problem was more due to new UE5 advanced input settings, i fixed it there.
SebastianV
2024-10-26 16:24:35 +0000 UTC
I think this may be due to the lack of an Event in BaseCharacter. Unfortunately, I can't check if this is the problem because I at the moment don't have a gamepad https://snipboard.io/4zWoBx.jpg
Jakub W
2024-10-26 16:05:03 +0000 UTC
I think compiling C++ code for the macOS system is not a simple task. Unfortunately, during development, I never took these systems into account, so creating the necessary binary files would require making changes to the code. Visual Studio doesn't provide any information on this topic, so I don't even know where to look for any issues that might be preventing automatic compilation. I also don't directly share the source projects for plugins, so you would first have to manually create such projects.
Jakub W
2024-10-26 15:55:53 +0000 UTC
Hello I need some help with the camera,
how can I get out from viewing and controlling this camera to totally unpossessing it and how can I regain control and repossess it? Thanks
Trapsin CEO
2024-10-25 19:47:52 +0000 UTC
How can camera rotation be activated using the gamepad? The basic movements are ok, but the 2nd analog doesnt move the camera with your version.
SebastianV
2024-10-24 00:09:47 +0000 UTC
Looks great! I'm not sure what would be involved in creating a macos build. I have a mac and would willing to give it a shot if it seems relatively straightforward
Andy Selvig
2024-10-23 23:41:07 +0000 UTC
Hi Jakub, I've been facing this constant crashing in this project. I tried both on my laptop and a very high-end PC. but this crashing is so prevalent. the AGLS Project just randomly crashes while playing. Can I share you the error report in dm so you can try debugging?
AsasinoManik
2024-10-22 10:38:49 +0000 UTC
Thank you for your response. This project is amazing and I wanted to say thank you. Looking forward to seeing future versions.
Jason Wathen
2024-10-21 13:49:00 +0000 UTC
It seemed to me that all necessary files should be unlocked. I'll check it again anyway. Thank you for the information
Jakub W
2024-10-20 21:15:04 +0000 UTC
hey I checked the documentation, its good
But I am still a bit unclear about how many features does the project consists of, and how do I try them out, play test them, and what are the controls etc.
Like can you share a simple list of stuff, that's implemented and playable in the project.
for ex : a lot of stuff I see in the video (AI following me and climbing)
is something that I wasn't able to try out yet.
And like I can pick objects in the game like health stuff but can't use it
AsasinoManik
2024-10-19 18:25:49 +0000 UTC
hey Jakub, I just realized that stuff from lower tiers is not unlockable even though I am on the 12$ tier and can access the newer files. but it would be great if you can unlock all the lower tier stuff too.
AsasinoManik
2024-10-19 18:09:20 +0000 UTC
Sorry noob question but I couldn’t find any info on how to port this properly into another project? I tried migrating everything but ended up with a bunch of errors I’m too dumb to work out.
Bob
2024-10-18 19:59:37 +0000 UTC
The problem is that it's hard to say what causes the animation error. This is quite an unusual problem because I have never experienced this bug on my computer. This seems to be related to animation compression. Now I'm testing it on another computer to finally prevent this error. If I succeed, I will replace the files on Patreon. At the moment the only clue is this: https://discord.com/channels/884154912123011152/1296084281856102512
Jakub W
2024-10-18 13:24:49 +0000 UTC
https://snipboard.io/iebM3q.jpg https://snipboard.io/IVAKXL.jpg
Try using these compression settings. If this does not help, you may need to re-import the animation after changing the compression. It's hard to upload these files without Discord, but they are originally animations from ALS, so they can be easily exported from this project and then reimported in AGLS.
Jakub W
2024-10-18 13:21:10 +0000 UTC
Are you working on this issue for your release or is it a find and fix ourselves? The project is great but without aiming correctly it is unusable.
Jason Wathen
2024-10-17 23:08:05 +0000 UTC
another thing, besides the glitch that BilboBaggins explained a fix for in the comments below when I hit something during a dodge with weapons equipped, the character is teleporting far above his position. its not always happening but it’s an occasional bug.
Trapsin CEO
2024-10-17 08:57:34 +0000 UTC
Thanks for your help I hope this fixes my issue
Trapsin CEO
2024-10-17 08:53:57 +0000 UTC
The project is amazing bro with a ton of mechanics and looking at it from a developers perspective, as of course it should be viewed since it includes C++ & blueprints, it has a ton of ground work, even enough to create a fully fledged game. My team & I are using the project as a base and expanding upon it with our own codes and additions, by the end it’ll be a completely different experience but this has helped us a ton with implementing fluid and beautiful motion and movement in our gameplay. Thanks for your work and dedication to the project. Coming from a gamer it plays great as well. Things obviously need to be modified to play such as health & enemy placement etc. but the core gameplay is great. Looking forward to the future additions.
I have one problem with the project. Every time after I compile and save the blueprints, the project crashes after saving. Is there a plugin or anything I have to activate before working with this? I’m on 5.4. Thanks bro
Trapsin CEO
2024-10-17 08:22:36 +0000 UTC
Jakub I love your stuff. I stopped using Unreal. I got lazy with the Third Person Character. It feels to much like a Robot. This new Game Animation Sample feels more like it's Fortnite. Straight out of UEFN. I'm having so much fun with Unreal now thanks for your creative work.
House Party
2024-10-17 04:20:51 +0000 UTC
Hi I know it will sound strange but our government banned discord in our country. So can you summarize the situation in this thread and like what I should do to fix the problem?? Thank you! I am basically opening the project in 5.4 thats it! Anything I should do extra?
Gamflick
2024-10-16 20:33:58 +0000 UTC
This is some strange error. The problem seems to be related to animation compression. It's not known why, but for some people compression causes animation corruption. This may be the cause of your problem. It's worth checking out this thread: https://discord.com/channels/884154912123011152/1296084281856102512
Jakub W
2024-10-16 20:15:42 +0000 UTC
Unfortunately, I did not prepare any documentation. However, this task will be undertaken by the user: @Alex9250 & @Anarkkyy. I think it's worth checking out: https://docs.google.com/document/d/1Yk2aZAdQhPI1vHSxhm5DqwHU4N_jeALDCZS68kIWS5I/edit?tab=t.0#heading=h.obg6g5ezohl6
Jakub W
2024-10-16 20:10:23 +0000 UTC
Heya, Jakub can you help out with two things ?
Please share How to play this project, like what are the controls and description of all the features and abilities of this Project .
Secondly, if there's a documentation made for this project that I can follow to make changes within the project according to my needs.
AsasinoManik
2024-10-15 09:29:51 +0000 UTC
Hi Jakub, The project works great only I don't understand that when the player is standing the rifle when aimed is looking like 45 degree in another angle in awkward way. The situation is not the same in crouch mode. The rifle looks straight forward when aimed in crouch mode.
Gamflick
2024-10-15 08:42:28 +0000 UTC
All of the weapon animations seem to take the arm across the body and point very oddly. Kind of like I'm holding the rifle with the right hand but shooting and aiming from the left side.
Jason Wathen
2024-10-15 06:36:45 +0000 UTC
Unfortunately, I don't have any plans to do so at the moment. I think I will probably never undertake this task
Jakub W
2024-10-14 22:28:38 +0000 UTC
hi jakup is intention to make this replicated?
Craig von C (Bleak)
2024-10-14 08:50:23 +0000 UTC
thanks i'll give it a try
Will Blackburn
2024-10-13 11:54:34 +0000 UTC
'Sprinting' mode for crouching is not implemented, but it is possible to change the gait between walking/running. Basically, this difference is not visible because the speed difference is about 20 cm/s. However, this can be changed very easily. Just go to the "MovementModelTable" resource and then change the speed value for Crouching->Running. https://snipboard.io/J95yiV.jpg
Jakub W
2024-10-12 13:40:00 +0000 UTC
I think this project shouldn't be considered a fully finished game. What you're mentioning is essentially subjective. Each of these elements can be configured to suit your own preferences. I've played very few games, so some solutions might feel unintuitive. I'm not focused on creating a masterpiece, as that's impossible to achieve working alone. I'm simply presenting certain implementations of various mechanics. Still, thanks for your opinion.
Jakub W
2024-10-12 13:30:27 +0000 UTC
The game is almost unplayable, aiming is difficult, getting out of cover is difficult, getting down the stairs is difficult, the AI kills you easily and the rate of fire it has doesn't let you react, the AI sees you from very far away, it still contains many bugs I think it's better to fix them all before continuing with new mechanics, the project is amazing, greater than what I could achieve one day, but it needs to be polished to achieve a masterpiece.
Yosiel
2024-10-11 19:42:31 +0000 UTC
With crouching and aiming, it looks like its running the "turn rifle to the right" hand pose that would initialize when crouched against a wall. If you crouch while facing a wall, it will straighten your aim out, so it seems like the wall detection logic is reversed...
BilboBaggins
2024-10-11 15:17:30 +0000 UTC
Excellent update, and has provided me a bit of a performance boost for some reason. Seems the spinning legs thing only happens when i'm pushing my vdeo card to the limit {which is still a 980} Can i request adding the ability to run whilst crouching, like stealthily sprinting whilst in crouch?
Will Blackburn
2024-10-10 16:55:39 +0000 UTC
I installed unreal engine 5.2 on another machine, and then after running 5.2 (without opening any project) I closed it and opened AGLS with 5.4 and I was able to equip and aim the rifle with no issues. I wonder if this project has a dependancy from 5.2 that isn't included in 5.4... I hope that fixes this for everyone in the future!
BilboBaggins
2024-10-10 16:16:21 +0000 UTC
same issue happening here, on one of my machines it happens when aiming & crouching, on another one it happens when standing & aiming
Jorge León
2024-10-10 08:18:47 +0000 UTC
how can i fix the vehicle system i wanna use like in 1.0.3
Tufancan Demirkılıç
2024-10-09 13:11:03 +0000 UTC
How to doanload
YiYan Luo
2024-10-09 04:36:39 +0000 UTC
When I equip the rifle (pressing 3) and then aim (holding mouse right click), the rifle model points to the right. It does the same when entering first person mode. The bullets still hit where they are supposed to. Any idea how to adjust/fix this?
BilboBaggins
2024-10-08 23:48:35 +0000 UTC
https://snipboard.io/JCZwcM.jpg try this
Jakub W
2024-10-08 18:43:17 +0000 UTC
how do i turn off the predictive jumping? I would like just the standard jumping with no magnetic prediction effect you added is
thats possible to turn off?
Garrett Register
2024-10-08 18:22:09 +0000 UTC
It's not possible, which is why I specified 'only Windows'. This is because the project uses C++ code, which requires binary files to function. These binaries are created for the specific operating system. I am unable to create such files because I don't have access to macOS system.
Jakub W
2024-10-08 16:58:26 +0000 UTC
is it possible to open the project on a Mac? because it keeps giving me an error
Pedro Ribeiro
2024-10-08 15:22:08 +0000 UTC