Advanced Locomotion System V3

For anyone (like myself) that is trying to set it so that the character will always face the direction the player is facing, rather than just the direction the player is moving. There are two Set World Rotation nodes that need to be disabled. One in the ALS_Component and the other in the set mesh rotation in the blueprint. Took me ages to figure our why my character was rotating on the client but not on the ■■■■ server and was always pointing in one direction.

I’ve used ALS for a little while now. I saw a lot of comments with people saying that this doesn’t work for putting in your own characters, etc. and it definitely does.

But that’s not what I came to say, because while I can easily put my own characters in the documentation was very unhelpful and I was only able to achieve this because it’s a system I’m capable of building myself regardless (but wanted to save time).

So to the Author, there are some things that really need to happen.

  • A clear and concise tutorial on integrating your own characters
  • An updated version of the project that has a minimal implementation and instead of having enums to change different modes etc just have separate blueprints for each one to show as examples
  • Better documentation that covers everything you need to know

In it’s current state it is super unfriendly.

Yeah :
Whenever I want to make a small modification, I get a headache.
There is soo much stuff to understand.

Does anybody know, is there any way to disable Rotation Towards Velocity feature?

Hello. I’m trying to fix two bugs, maybe someone already fixed one of them (or both :D)
I’m using unreal engine 4.18.When I start the demo scene, the character doesn’t rotate with the camera. However, if I switch my camera to FP and then Back to TP, it works.

Second bug: After retargeting and everything, my ragdoll is falling through the floor. For testing, I deleted all capsules but hips and root, for both, my retargeted character and the original one.
Then copied every single setting in the physics editor from those two capsules/spheres. The original one still works, just with less collision (rolls around^^)
My retargeted character still falls through :confused:

I deleted all capsules, because I only had to match root and pelvis settings. So the error seems to be somewhere else :confused:

Thanks for any help.

edit: If I put the physics asset direct to the scene, with “simulate physics”, it falls to the floor like normal.

I’ve been working with this system for a few weeks now. Let me preface by saying I have about five years experience with blueprints in UE4.

The first thing I did was remove all the multiplayer logic. My game is single player so I have no need for the extra headache. That was fairly straightforward.

The second thing I did was move everything from the Movement Component to the Character and delete the Movement Component. I found the extra communication between the character, the anim BP and the component to be VERY distracting. This was also relatively easy, but it was a lot of work.

I then added crouch and prone, swimming and a pretty good dynamic climbing system with some success and some failure.

Look, first off, let me say that this system works fantastic… as it is. You have done an amazing job here and I commend you for that. The learning aspect alone is worth the price.

Here are my main issues:

  1. The documentation is technically good but by in large useless. It focuses on the what and not on the why and how.
  2. The system is WAAAAAAAY to complex and convoluted. I found myself spending so much time just simplifying stuff.
  3. Making additions requires changes in too many places, and keeping track of it all is a complete nightmare.

To those wondering if this system is worth their time, it depends. If you are going to dissect it for learning, or swap out the character and use it as is, then yes it’s definitely worth it.
If you are wanting to extend on it like I have, be warned. It will waste many days of your life and drive you insane.

As of today, unfortunately, my patience has been exhausted and I’ve given up on this system. Looking at other options.

Does this system need the IK bones? (ik_foot_root, ik_foot_l etc.)

My characters dont have the IK bones, and it seems a little impossible to add them without redoing all the animations…

edit: I added the postprocess bp and changed the bones. But the foot placement and inplace turn dont work… any idea?

I figured out how to edit the rotation graph so that the character rotates with the camera when aiming. I had to search through the comment section on the marketplace. Having figured that out, I am 100% satisfied with this system. If anyone is trying to make a TPS or FPS game and can’t figure out how to get the character to rotate with the camera, please email me at , I will try and respond as quickly as I can.

Did you ever find a solution for adding root motion animations?

Could you write out what you did here on the forums? Thanks!

I’ve been working on a climbing and wall jumping system, and everything works fine with the default third person project. When I try to implement it in my ALS project though I’m having a hell of a time rotating my character toward the wall. Maybe someone here can give me a hint? =)

Hey I emailed you a few days ago and haven’t gotten a response. If you haven’t received it can you pm me by chance? I’m having a lot of trouble getting the aiming rotation right.

I sent you an email.

I am having issues with rotation when lerping towards a door, if anyone has figured this out, please share.

I didn’t get your email. Would you be able to send it again?

As far as your door problem, if the issue is with the rotation of the character I might be able to help. Below is some of the code I used to rotate the character for pushing objects. I had to rotate the ALS component.

I hope this helps.

Email sent!

So instead of monkeying around with the mesh rotation in the als component, I added a movement mode and logic for climbing in the manage character rotation graph and its working great. I’m learning a ton from this system thank you for making it!

Is there a way to add weapon Aim Offset to Locomotion states 2 and 3?
When I’m trying to do it - I’m getting some additional rotations for some reason.
Here’s video:

That’s not how this works. If you have a solution, please share it on the forums so its searchable and useful to others. Please.

Did I violate a rule? If I did, then I will remove my posts.