NokiMo
JakubW
JakubW

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UE5.2 ONLY - Interaction With ALS - Version 3.0.2 (Project Files) [No Replication]

------> Informations about animations:

In the project, not all animations will be included. Animations like Stealth Finishers come from the UE4 marketplace - OpenMarketplace In order for it to look like on a video, you need this package, which must later be uploaded to the project (I will present this process in a separate material). Without these animations, the project will run normally.

How to reimport animations form Marketplace Pack to project:

https://www.youtube.com/watch?v=U9SF3dKJ8Yk

Edit: From this version, please do not edit the animation curves, now you only need to replace the damaged animations with the original ones.

Edit (Ver 2.2): I used other animations from anim pack from marketplace - Ultimate Traversal Anims by RamsterZ. I broke this animations but if you want to import orginal , buy this pack , export  choosed animations to fbx and reimport to the project.

Edit (Ver 2.5):  The Melee Combat system uses a new pack from the Marketplace. Animations are not included in the project, but the system can still be used, although bugs may appear. If you have this Animation Pack - Marketplace Link, do the same with it as with other bundles. Do not change any animation sequence settings, but reimport individual files. Attention! In the project, the names of the animations start with 'BF_H2H' or 'BF_Knife', so you need to replace the file names after exporting FBX.

------> INFO About Plugins:

As of version 2.9 of the project, the PowerIK plugin is no longer used. This means that it has been removed from the project. However, currently I have not introduced a system that would replace the functionality of the plugin.


The project currently includes a four plugins of my creation. They are available only for the UE5.2 engine

Info about version 3.0 for UE5.2

Main Changes:

This is the first version of the project that has an integrated GAS system. This means that not everything might work correctly yet. Currently, GAS allows for the introduction of many interesting solutions when it comes to gameplay. Many bool variables have been replaced by Gameplay Tags. All current tags are stored in ALS_BaseCharacterBP->AbilitySystemComponent->GetOwnedGameplayTags. This structure also contains information about the basic ALS states: Gait, Stance, MovementMode, MovementAction. These are additional data for GAS; I don't plan to completely abandon Enum variables. For ALS_AnimBP, a C++ class was created where variables were defined. This means that many variables defined in BP have been replaced by C++ (usually, C++ variables end with the letter 'C'). Compared to IWALS 3.0 for UE5.0, a significant change is the way a player holds a pistol or rifle. Previously, it was done as in the basic ALS, i.e., mesh replacement for the skeleton component. Now, weapons are separate actors attached to the player. Information such as: model type, ammunition status, and magazines are stored by the weapon actor, and the information is sended by new BP interface. This change allows for the creation of modular weapons. However, DataAsset is still used and required. Not all systems have been thoroughly checked by me, mainly concerning Melee Combat. The Rope Swing system has been removed in this version.

The bad news is that currently, there are poor results in terms of FPS count. On the demo map with 6 AI, my computer in the editor averaged 65FPS. On a map without AI controllers and small amout of interactive objects, it's around 100FPS. I worked on AI optimization, but my attempts proved to be ineffective. Blueprint Actors also impact gaming performance. I have the impression that this is due to some errors during engine changes. Additionally, in my case I noticed quite a long delay when it comes to the blueprint node search engine. For example, if I run 5 BP files (it must be ALS_BaseCharacterBP and AnimBP + others), the time to open the "All Action For This Blueprint" window is quite long (the 'context' option is selected). I mention this because I don't know what causes it.

If you think this is a big problem for you, you can wait for the next update. I will do my best to improve performance.


[UPDATED] Download Project Files - v3.0.2 UE5.2 (Win x64)

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.

UE5.2 ONLY - Interaction With ALS - Version 3.0.2 (Project Files) [No Replication] UE5.2 ONLY - Interaction With ALS - Version 3.0.2 (Project Files) [No Replication]

Comments

i were asking to make a tutorial about how to make pushable object from zero point?. and am ready to buy it.

علي عبدالرضا موحي

I don't really intend to create such a tutorial. This system is quite simple. In order for the player to start holding the object, you need to press the E button a short distance from the cube. The system only works on flat surfaces, and the entire logic was made as Gamplay Ability (You can find this in Ability Folder).

Jakub W

can u make tutorial to explain pushable object?

علي عبدالرضا موحي

slightly confused, should we grab all 3 of those animation packs on marketplace or just 1 of them?

Mason Abraham Davis

I would also like to know what method to use to retarget zombie mesh please

scott jones

Question, how do I take an Ai hostage?

Josh Scott

Is it also possible to use IWALS with the cpp version of ALS such like ALS community or ALS refectored?

SyntaxError

How can I add a new weapon?

samir nabil

Hey for some reason the AI is now not shooting back? whats the cause of this

Harry addle

For this purpose, it is worth looking for information on the Discord server. You can also ask the question again. I will try to answer them. I'm not able to do it here because I'll need to upload a screenshot for it.

Jakub W

Sorry, but I don't have this version. In my case Im completely skipped UE5.1. It is also not possible to run a project created in version 5.2 in previous versions of the engine.

Jakub W

How can I add a new weapon?

samir nabil

So basically i had to go in the uncompiled nodes and refresh nodes or rewire them , but when i refresh nodes the seem to dissapear and i get error that says nods not inside helpfull functions library

Mayuresh Sawant

Also getting Compilling errors for blueprints when playing in editor

Mayuresh Sawant

Hey Jakub , I just downloaded the pack and plugins , please help me out with installing these. Engine ver 5.2.1.

Mayuresh Sawant

Can you provide the exact engine version? No plugins replacement is needed for this version. If you are using version 5.2, the project should run correctly.

Jakub W

furkan gülpınar

Hey Jakub can u reply me question about, locomotion with different feet positions? Like Frank Climax with and his weapons locomotion

Guilherme Padilha

Hello. May I please ask if you can provide a version of this project 3.0.2 for Unreal Engine v 5.1? Thank you

Ameliorate

Hi Jakub, show us how to swap zombie mesh to any custom mesh, thanks.

Sami499

What would be the best way or correct way to move the weapons to another location on a model? For example if I wanted to move the rifle to the hip.

Hector Lopez

I'm discontinuing my Patreon subscription due to a lack of communication. It's crucial for our project to have effective communication. Thank you for your previous contributions, and I wish you success in your future endeavors.

DF Games Studio

Nice work so far with the addon, i managed to get it working in UE 5.2 and even with my own character mesh. I have one question: If i quit the game i get the following errors: Blueprint Runtime Error: "Accessed None trying to read property BP_BalanceAndLadderMovement". Node: Return Node Graph: Get Character Information Function: Get Character Information Blueprint: ALS_Base_CharacterBP Blueprint Runtime Error: "Accessed None trying to read property Items Functionally Component". Node: Return Node Graph: PBPI_Get_PawnComponent Function: PBPI Get Pawn Component Blueprint: ALS_Base_CharacterBP Blueprint Runtime Error: "Accessed None trying to read property BP_DynamicLedgeClimbing". Node: Return Node Graph: Get Character Information Function: Get Character Information Blueprint: ALS_Base_CharacterBP Blueprint Runtime Error: "Accessed None trying to read property BP_DynamicLedgeClimbing". Node: Return Node Graph: Get Character Information Function: Get Character Information Blueprint: ALS_Base_CharacterBP Blueprint Runtime Error: "Accessed None trying to read property BP_FallDamageAndSliding". Node: Return Node Graph: Get Character Information Function: Get Character Information Blueprint: ALS_Base_CharacterBP Any ideas what i'm missing here?

Julius Hackel

I want to cancel my membership. can you refund?

ENES EFE

are there any plans to introduce save and load mechanics ? safe points

Михаил Буряк

ALS replication was already performed a few years ago. You can download it from Github. However, this was created using C++. https://github.com/Cesio137/ALSReplicated/releases

Jakub W

I understand. I will consider your opinion.

Jakub W

Hard to say. But currently I think that when I finish improving the Stealth Finisher for the GAS system, I will start testing the 5.3 engine. There is a quite serious bug in UE5.2 that is starting to me a little irritate. So we can say that it is rather necessary. But first I need to make sure that version 5.3 no longer has these errors

Jakub W

Hard to say. But currently I think that when I finish improving the Stealth Finisher for the GAS system, I will start testing the 5.3 engine. There is a quite serious bug in UE5.2 that is starting to me a little irritate. So we can say that it is rather necessary. But first I need to make sure that version 5.3 no longer has these errors.

Jakub W

Guys we try to discuss and find solutions here. Trolling is not helping. I respect Jakub, we are talking about solutions and optimization. Unless you can help on the subject, please do not create unnecessary negativity.

Nicolas Choukroun

How can you accuse Jakub of not doing replication because it is too complicated? He is one of the best programmers you will ever come across. Add to that you have called GAS too hard for YOU,...this makes no sense. Very rude.

Crommer

I just installed UE 5.2.1 and I can't stop playing. Really awesome game mechanics. Thank you so much.

ashwin v

me too, would like to know about UE 5.3, I look forward to it.

ashwin v

I would also like to know when a version for UE 5.3 is released. And the comment about replication from Nicolas would also be great to be considered. Thanks!

Temp Account

I have a lot of experience in C++, Having done a game with it long time ago. (Aliens CBA). With Unreal C++ is not going to bring more speed for line trace, for example as they are already done internally. However everything that is using a lot of BP functions will gain. For example, lot of calculation like +-*div, if there are many different pills in the algorithm, it will execute faster in C++. BP is an interpreted language, so every pill, has to be treated by a parser and call a functions; this is what is taking time. so a formula like If x>0 then damage = force/maxforce * playerrank else then damage = 0 For instance, this will need 10 parser iterations, decoding of pill, access to the table of functions, prepare the parameters, and call to functions, collection of result and send back the result to the parser. If you can replace these kind of blueprints, with C++, you will gain x8 faster for the execution of these. Do not lose your time calling internal functions like traces from C++, it is one parser iteration and is calling the same internal function, so gain is like nothing

Nicolas Choukroun

Hello, when is a version for UE 5.3 coming out?

DF Games Studio

Currently, I do not plan to work on something like that.

Jakub W

Thanks for comment. You're right about ALS. My AI is based on LOD, which changes depending on distance and FOV. When the AI ​​is far away, I simply switch the AI ​​to another state so that AnimBP doesn't analyze so many animations. However, this solution is not effective enough. I also try to use a lot of C++ because it is much faster than Blueprint. Despite this, FPS issues still arise. In my opinion, ALS worked best on version 4.26.

Jakub W

Could you share the ALS replication with us all?

Crommer

You should work on replication instead of losing time and resources on redoing things that are working like the stealth finisher. You are not doing replication because it seems too complicated and impossible. Making games means overcome what seems to be too hard and slow, by outsmarting the machine. Here is how to replicate easily ALS in steps 1- replicate only XYZ and display a box instead of the character 2- replicate the overlay states. 3- use the ALS like a remote control, and let it adapt to its environment alone, do not replicate bones or animation, only replicate the joystick movements. Conclusion, other players would be like Human AI characters except that their overlay state, location and actions will be remote controlled. This would replicate the ALS characters in a smart and efficient way, players will not see the difference only if they are looking on others computer. The only thing that need to be precisely replicated are the bullets when shooting and orientation when shooting. Think about it.

Nicolas Choukroun

I think that using GAS is not a good idea. It breaks what was done originally and is using a system that is too high level (hard to optimize). It is good for learning, or practice, but for doing game, the closest from the machine you are the faster. We will not match this part of the IWALS in our game, as it will break the blaster, bazooka, gravity guns and other +30 weapons we have created, and more.

Nicolas Choukroun

We have worked a long time to optimize the ALS Characters. We are using NPC that are based on Human AI and we have hundred of them in our island drinking, sitting and just walking around so it was critical. Our best optimization was to create a component that is checking the distance and view fustrum and disable AI/Movement and eventually completely disable the characters at distance from the player. We still have problems with the sniper and binoculars because they can see the trick, so the component must be disabled when using them. ALS are slow on CPU, and create a problem even on latest 4090 that are running at 20 FPS because of waiting the ALS scripts. The only way to avoid this is to display as low ALS characters as possible, and disable enemies AI/Movements when they are not seen.

Nicolas Choukroun

Any plans for a hand to hand melee system (with no items in hand) like the one usually found in Batman Arkham games?

Ahmad Jadallah


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