I don’t know if anyone has tried to combine the two, but so far, it has all failed. As an independent developer, I really appreciate the way ALS works. It allows me to just strike a pose and achieve all the animations, instead of having to create each walking animation from scratch. This is a nightmare for solo developers. I’m trying to use ALS locomotion animation in Lyra, but I’m currently facing some tricky issues: Lyra camera component cannot be created in the constructor, and the team system interface doesn’t work in C++. I don’t know why, as all dependencies have been added.
//To prevent accidents, I have added dependencies to both the public and private dependency lists.
PublicDependency,
PrivateDependency:
“lyraGame”
"AIModule"
"ModularGameplay",
"ModularGameplayActors",
"GameplayAbilities"
and includ:.h:
#include "ModularCharacter.h"
#include "AbilitySystemInterface.h"
#include "GameplayCueInterface.h"
#include "GameplayTagAssetInterface.h"
#include "Teams/LyraTeamAgentInterface.h"
#include "State/AlsLocomotionState.h"
#include "State/AlsMantlingState.h"
#include "State/AlsMovementBaseState.h"
#include "State/AlsRagdollingState.h"
#include "State/AlsRollingState.h"
#include "State/AlsViewState.h"
#include "Utility/AlsGameplayTags.h"
#include "AlsCharacter.generated.h"
cpp:
#include "AlsCharacter.h"
#include "AbilitySystem/LyraAbilitySystemComponent.h"
#include "Character/LyraHealthComponent.h"
#include "Character/LyraPawnExtensionComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "LyraGameplayTags.h"
#include "LyraLogChannels.h"
#include "Player/LyraPlayerController.h"
#include "Player/LyraPlayerState.h"
#include "System/LyraSignificanceManager.h"
#include "Camera/LyraCameraComponent.h"
#include "AlsAnimationInstance.h"
#include "AlsCharacterMovementComponent.h"
#include "TimerManager.h"
#include "Components/CapsuleComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "Curves/CurveFloat.h"
#include "GameFramework/GameNetworkManager.h"
#include "GameFramework/PlayerController.h"
#include "Net/UnrealNetwork.h"
#include "Net/Core/PushModel/PushModel.h"
#include "Settings/AlsCharacterSettings.h"
#include "Utility/AlsConstants.h"
#include "Utility/AlsMacros.h"
#include "Utility/AlsRotation.h"
#include "Utility/AlsUtility.h"
#include "Utility/AlsVector.h"
private:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Lyra|Character", Meta = (AllowPrivateAccess = "true"))
TObjectPtr<ULyraCameraComponent> CameraComponent;
this does not work:
//CameraComponent = CreateDefaultSubobject<ULyraCameraComponent>(TEXT("CameraComponent"));
//CameraComponent->SetupAttachment(RootComponent);
wish some one can help me