Contents
- 1 UE4 Advanced Locomotion System
- 1.1 What was the problem
- 1.2 Solution — or rater a crude fix!!
- 1.3 The next problems
- 1.4 Standard ALS setup, and some very useful tips on changing many meshes!!
- 2 Simple move to
- 2.1 This is the code
UE4 Advanced Locomotion System
I finally got the animation retargeting working, still there are problems, but this should bring you a step further.
What was the problem
Clearly there is a bug in UE4! During the retargeting we have at least tree elements, the animation, the source skeleton and the target skeleton. (Add to this the retargeting manager stuff for each skeleton.) What happens — at least in theory — is that some bones are used/referred to in the animation, and for each of these bones UE4 must transfer the parameters 1:1, and the result is complied in the new animation.
For some reason this went wrong; in some cases UE4 crash due to an array index runs over… and since I know a bit about programming, my guess it that this is a simple case of using the wrong index for the wrong skeleton! In this case it is rather easy to guess that the source skeleton (or perhaps the source animation) have more bones than the target skeleton… likewise, you can guess that things could go OK, if only the target skeleton has more bones than the source!
Solution — or rater a crude fix!!
Since I was keen on getting on; i simply added some fake virtual bones to the target skeleton! Enough bones so the «source index» would not be higher than the max of the target skeleton area! This is indeed a crude fix, as we can assume that the retargeting process will fail to find any use in those fake virtual bones.
Fact is that you can now retarget the Advanced Locomotion System V4!!
The next problems
There are still some problems! But these are of a more general character…. I tried to retarget one of the PARAGON characters. And as for the Makehuman/Mixamo characters only a subset of the system is working. IK can be made working, somewhat, following some of the steps shown in the tutorials below — but ALS V4 holds a lot of changes and we need a lot more virtual IK bones, a subject I don’t enough about yet….
Since ALS V4 is a very strong product I hope that there will be a better UE4, and perhaps one of us could make one to share? I will share what I got, as soon as I have made it a bit better. Take a look at the older ALS tutorials for «odd» skeletons:
Standard ALS setup, and some very useful tips on changing many meshes!!
I you are running UE4.23 you may be in «luck» — that is UE4.23 will download ALS V3 and then these tutorials will probably totally work for you!
(However that will then not be useful for you, when you upgrade to >UE4.23, unless you can and want to migrate ALS V3..)
And this is the link to the secret playlist: ALSV3 — Working With Other Characters
Simple move to
This is the code
Begin Object Class=/Script/BlueprintGraph.K2Node_Event Name="K2Node_Event_0" EventReference=(MemberParent=Class'"/Script/AIModule.BTTask_BlueprintBase"',MemberName="ReceiveExecuteAI") bOverrideFunction=True NodePosX=80 NodePosY=176 NodeGuid=5AECDA0D45B70CD6668F66A7DC975CD2 CustomProperties Pin (PinId=3C0830D94F34DA7FFC919ABD8D07D819,PinName="OutputDelegate",Direction="EGPD_Output",PinType.PinCategory="delegate",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(MemberParent=Class'"/Script/AIModule.BTTask_BlueprintBase"',MemberName="ReceiveExecuteAI"),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=69B84B6B4DD42B047415718632E6DFD3,PinName="then",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(K2Node_CallFunction_6 B3E31D744074C0D14FED0C8F8C681276,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=124B67D740510AF48431A599D3D958CD,PinName="OwnerController",PinToolTip="Owner Controller\nAIController Object Reference",Direction="EGPD_Output",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/AIModule.AIController"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(K2Node_CallFunction_6 10A7070A413C34545368BE801B05788B,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=A3E2D46643D499E91DBF73A5DA0CF087,PinName="ControlledPawn",PinToolTip="Controlled Pawn\nPawn Object Reference",Direction="EGPD_Output",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.Pawn"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(K2Node_Knot_0 177328B947C1CEE15ABE90B78D46A073,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) End Object Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_0" FunctionReference=(MemberName="FinishExecute",bSelfContext=True) NodePosX=1552 NodePosY=158 NodeGuid=7F4B9E9A457006867FE18AB2259E3249 CustomProperties Pin (PinId=6801586248E6C067280774B134C03A2B,PinName="execute",PinToolTip="\nExec",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(K2Node_AIMoveTo_0 5F9FCD2948C55C39017AC4812985F463,K2Node_CallFunction_5 D82E41C74E7EC356EBA0CD90B6C377C7,K2Node_CallFunction_6 502B59E9467A9ACC50D13D97BCA52317,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=4BF230B84A974CA60637F78EDA63F129,PinName="then",PinToolTip="\nExec",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=4E080BB04C5439D6AF2B17837FAD8BB9,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinToolTip="Target\nBTTask Blueprint Base Object Reference",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/AIModule.BTTask_BlueprintBase"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=30D99D514AEA9B63F0EEBDB7CC915CBB,PinName="bSuccess",PinToolTip="Success\nBoolean",PinType.PinCategory="bool",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="true",AutogeneratedDefaultValue="false",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) End Object Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_0" VariableReference=(MemberName="vector",MemberGuid=2383D6DF4191BE6B60BDE8BE165E5A19,bSelfContext=True) NodePosX=480 NodePosY=320 NodeGuid=7A6ACF594AC784584D7A94BF323664B1 CustomProperties Pin (PinId=3CA4A56A4E23C67452B040827EF53D71,PinName="vector",Direction="EGPD_Output",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/AIModule.BlackboardKeySelector"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(K2Node_CallFunction_7 16B663A843E1697ECAEA0480591C4805,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=D7F06E7E4D16A9C8990450A573FC8565,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=BlueprintGeneratedClass'"/Game/BSP_StoopidShooter/Blueprints/AI_Controller/StoopidShooter/T_Move2Location.T_Move2Location_C"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) End Object Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_6" FunctionReference=(MemberParent=Class'"/Script/AIModule.AIBlueprintHelperLibrary"',MemberName="SimpleMoveToLocation") NodePosX=1104 NodePosY=176 NodeGuid=9F83ABE44F9168D607AA39A535A01AF9 CustomProperties Pin (PinId=B3E31D744074C0D14FED0C8F8C681276,PinName="execute",PinToolTip="\nExec",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(K2Node_Event_0 69B84B6B4DD42B047415718632E6DFD3,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=502B59E9467A9ACC50D13D97BCA52317,PinName="then",PinToolTip="\nExec",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(K2Node_CallFunction_0 6801586248E6C067280774B134C03A2B,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=D797DE824659A113617873B49ED86BC0,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinToolTip="Target\nAIBlueprint Helper Library Object Reference",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/AIModule.AIBlueprintHelperLibrary"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultObject="/Script/AIModule.Default__AIBlueprintHelperLibrary",PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=10A7070A413C34545368BE801B05788B,PinName="Controller",PinToolTip="Controller\nController Object Reference",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.Controller"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(K2Node_Event_0 124B67D740510AF48431A599D3D958CD,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=11255715444928DF42D86C8C5F26D97B,PinName="Goal",PinToolTip="Goal\nVector (by ref)",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/CoreUObject.Vector"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=True,PinType.bIsConst=True,PinType.bIsWeakPointer=False,DefaultValue="0, 0, 0",AutogeneratedDefaultValue="0, 0, 0",LinkedTo=(K2Node_CallFunction_7 5823F3C04DFCD160BC9B3592A7C44404,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=True,bAdvancedView=False,bOrphanedPin=False,) End Object Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_7" bIsPureFunc=True FunctionReference=(MemberParent=Class'"/Script/AIModule.BTFunctionLibrary"',MemberName="GetBlackboardValueAsVector") NodePosX=688 NodePosY=272 NodeGuid=389A44084DDEB110E84DE99609723334 CustomProperties Pin (PinId=B1BB35434625D06F5534108D6262D381,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinToolTip="Target\nBTFunction Library Object Reference",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/AIModule.BTFunctionLibrary"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultObject="/Script/AIModule.Default__BTFunctionLibrary",PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=7084B9A5496507597348EF8BFB4F5C1C,PinName="NodeOwner",PinToolTip="Node Owner\nBTNode Object Reference",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/AIModule.BTNode"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=16B663A843E1697ECAEA0480591C4805,PinName="Key",PinToolTip="Key\nBlackboard Key Selector Structure (by ref)",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/AIModule.BlackboardKeySelector"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=True,PinType.bIsConst=True,PinType.bIsWeakPointer=False,LinkedTo=(K2Node_VariableGet_0 3CA4A56A4E23C67452B040827EF53D71,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=True,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=5823F3C04DFCD160BC9B3592A7C44404,PinName="ReturnValue",PinToolTip="Return Value\nVector\n\nGet Blackboard Value as Vector",Direction="EGPD_Output",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/CoreUObject.Vector"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="0, 0, 0",AutogeneratedDefaultValue="0, 0, 0",LinkedTo=(K2Node_CallFunction_3 6F171EB04C15797B82BB299A704B1C9E,K2Node_CallFunction_6 11255715444928DF42D86C8C5F26D97B,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) End Object
Advanced Locomotion System — Community Version
Replicated and optimized version of Advanced Locomotion System V4 for Unreal Engine 5.4 with additional bug fixes
About This Repository
Advanced Locomotion system is built upon pretty outdated animation programming techniques of pre Unreal Engine 5 era, and I highly recommended to utilize other available locomotion systems, such as Epic’s Lyra sample project. This repository will only receive engine compatibility fixes from now.
Supported Platforms
- Windows
- Linux
Console, Mac and mobile platforms are not tested and supported at the moment. Use the plugin on those platforms with your own risk.
Features
- Fully implemented and optimized in C++. Implementation is based on latest marketplace release (V4) of ALS
- Complete replication support with low bandwidth usage (Ragdoll replication is in experimental state)
- Redesigned as plugin
- Animation blueprint is optimized with new property binding feature
- Player input is handled with new Enhanced Input Plugin
- Mantling and debugging features are implemented as separate actor components to reduce total overhead on base character class
- Improved footstep system with decal & Niagara particle support
- Lots of additional bug fixes
Known Issues & Discussion
- See Issues section for list of known issues
- See Discussions section to discuss anything about the plugin, and ask questions. Please do not open an issue for questions.
Documentation
Instructions for setting up the plugin can be found on Wiki section.
License & Contribution
Source code of the plugin is licensed under MIT license, and other developers are encouraged to fork the repository, open issues & pull requests to help the development.
-
#1
Автор темы
V5.0 — V5.3, V5.5
Трейлер/Trailer:
Проект, добавляющий новые механики и системы в Advanced Locomotion System (ALSv4). Автор — Jacub W.
What’s new in version 2.3:
1) added back the grandes system from 4.26 version.
2) New reload animations have been added for individual rifles
3) New more detailed recoil animations
4) New overlay poses prepared for a specific weapon model — Previously, the overlay poses was prapared only for M4A1 rifle model. Now there are several of them.
5) New rifle picking system
6) New sniper rifle system — Now the crosshair is generated by postprocess material. Additionally, has been added a non-linear projectile trajectory , which means that with the distance from the target, the final hit will be lower than the center of the crosshair.
7) New Crosshair for Bow — Previously it was a UI crosshair now it is trajectory prediction just like holding a grenade.
New torch lighting system
9) Additive animations prepared for Crawl System (previous ones were not compatible)
10) Added a new overlay poses system specifically for the Crawl System. This makes the pose more natural.
11) Added icons for blueprint assets to make them easier to find and catalogy
12) New control rig used for crawl system — spine adjusts to the ground to simulate lying on the ground (Experimental !!) | Power IK is required
Fixed bugs:
1) Fixed ‘anim slot’ montages for lay back system
2) Fixed picking up magazines — ‘notify event’ problem related to «overlay poses» being separated from the new file
3) Overlay poses issues while climbing — Bug related to holding items such as a rifle while climbing
4) More extensive condition to start crawling
5) Fixed bug with holding items when switching overlay — When switching from, for example, Bow to Binoculars the bow became invisible
6) Fixed a bug with dealing damage to AI. The damage was too great
In this version, not all animations will be included in the project. 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.
Additionally, you need the ‘Power IK’ plugin, which is currently free on the marketplace — OpenMarketplace It needs to be installed on the 4.26 engine.
How to reimport animations form Stealth Finishers Pack to project:
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 2.3): 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.
This update is fairly modest but adds some new features and improves some other systems.
Update v2.3 V5.0
Update v2.4 V5.0
Update v2.6 V5.0
Update v2.8 V5.1
Update v2.8 V5.2 ( qwert2 )
Update v2.9
Update v3.0.2 V5.2
Доступ к папке с файлами плагинов для iwals.
Retarget ALS To UE5 & Plugins Content For IWALS (v3.0 FOR UE5.3)
V3.2 for UE V5.2 — V5.3:
V3.2.1 for UE V5.2 — V5.3:
V1.3 UE V5.5
Последнее редактирование модератором:
Покинул портал. Не писать.
Покинул портал. Не писать.
Модератор раздела «Unreal Engine»
-
#7
Можно личный пожалуйста 1 реакции не хватает(
Модератор раздела «Unreal Engine»
-
#10
Последнее редактирование:
-
#11
Update v2.4
Скрытое содержимое
Можно апдейт пожалуйста?))
-
#12
Можно апдейт пожалуйста?))
добавил для группы обнову 2.4
-
#13
Крайне странная и подозрительная эта «версия», в сети болтается уже относительно давненько,
но вот в DefaultGame.ini в ней почему-то прописано:
ProjectName=Interaction With ALSv4 (Ver. 2.0.0)
ProjectVersion=1.9.0
хотя в аналогичном файле для v2.3 было всё логично:
ProjectName=Interaction With ALSv4 (Ver. 2.3.0)
ProjectVersion=2.3.0
и в аналогичном файле для v2.2 было тоже всё логично:
ProjectName=Interaction With ALSv4 (Ver. 2.2.0)
ProjectVersion=2.2.0
-
#14
Крайне странная и подозрительная эта «версия», в сети болтается уже относительно давненько,
но вот в DefaultGame.ini в ней почему-то прописано:
ProjectName=Interaction With ALSv4 (Ver. 2.0.0)
ProjectVersion=1.9.0хотя в аналогичном файле для v2.3 было всё логично:
ProjectName=Interaction With ALSv4 (Ver. 2.3.0)
ProjectVersion=2.3.0и в аналогичном файле для v2.2 было тоже всё логично:
ProjectName=Interaction With ALSv4 (Ver. 2.2.0)
ProjectVersion=2.2.0
Очень странно, но файл IWALS (Version 2.4) UE5.zip — 1 022MБ, а IWALS (Version 2.3) UE5.zip — 845,3 МБ, нужно качать и проверять
-
#15
Версия 2.3 будет работать на UE5?
-
#16
Версия 2.3 будет работать на UE5?
Да, с версии 2.2 работает на UE5
-
#17
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
-
#19
Можно личный на версию 2.3?
Модератор раздела «Unreal Engine»
-
#20
Можно личный на версию 2.3?
In this post we will look at how to import the Advanced Locomotion System which is a great, free asset available in Unreal marketplace. It’s a great starting point for many projects but if you’ve already done some work, you may want to integrate it into your project instead.
The overview and the steps of this post can be found in this YouTube video:
First step is to create a new project using this asset, you should do this with a version that (closely) matches with your one. Note that this is not always possible and its worth checking if the asset is still compatible. e.g. 4.27 version of the package appeared to work with 5.0EA without visible issues – though I did not do extensive tests.
Open up the demo project and inside the content
folder identify the main directory with all content – in this case AdvancedLocomotionV4
.
Then you want to right click this folder and click migrate
.
Once clicked, you will be prompted with all the things you wish to migrate. For simplicity select all and click ok.
Next select where you want to migrate to. In this case, I created new separate project called ArenaV1
and will place this migrated content into the Content
directory.
Content
directory of your projectwhile you’re here, you will want to take note of several details, including Game mode
settings and Game engine input settings
.
Find it quickly by using search and open.
Simply take a screenshot of it for your reference, or use one in here (just note it may become out of date eventually).
Now find the project settings by clicking edit -> project settings
On the left hand side, locate the input
and select it
Input
settingsOnce in this menu, you will want to take note of the mappings here and the keys
You will want to match them inside your project (or edit them as per your requirements).
Ok now you can close this project and open up your existing one.
Modify project settings
Now that you’re inside your main project, you should be able to find the imported Advanced Locomotion
files. Open the folder and you should find the Levels
directory – open this up for testing.
If you try and play now, you will find that motion may not behave as expected, depending on the input settings of your project – so let’s fix them up first.
Follow the steps above to get to the input settings
of your project (edit-> project settings -> input
).
Now add/edit all the ones you need here in your project, matching the ones from Advanced Locomotion project. Note the key input _can_ be different, but the method names have to match – if you want them to be renamed, you will need to modify the blueprints to match.
That’s it, you can start using this in your project!
Click play to test it out. Note that this does not work by default with networking enabled.
In the near future I will attempt to make this network enabled and share the steps to achieve it!
This project is a significant upgrade to the Advanced Locomotion System project that was created by LongmireLocomotion.
The following novelties have been added to the project
— Shooting system (rifle,pistol,reloading,picking ammo,rifle change,hit effects and more)
— Climbing System
— Vehicle System (getting in and out of the vehicle, light control, gear change, radio and more)
— AI Controller
— Pushing objects system
— Interaction with objects (picking barrel ,box)
and more
REQUIRED FREEWARE APP To use this Plugin — https://www.unrealengine.com/marketplace/en-US/product/power-ik
Links:
https://www.patreon.com/JakubW
https://www.unrealengine.com/marketplace/en-US/product/advanced-locomotion-system-v1
Version: 2.4 (5.0)
Home Page: https://www.unrealengine.com/marketplace/en-US/product/advanced-locomotion-system-v1
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