Disclaimer:
All content shown in this demo is provided as a free sample.
All animation are included.
Enabled Plugins:
Niagara - Enabled (for Auto Footstep System)
StructUtils - Enabled (for Slate Editor Extended)
ControlRig - Enabled (for SLS IK)
FullBodyIK - Enabled (for SLS IK)
MotionWarping - Enabled (for Traversal System)
PoseSearch - Enabled (for Traversal System)
Chooser - Enabled (for Traversal System)
Important: This is a basic version and does not include other sports modules for expansion (climbing/swimming/paragliding, etc.). Aside from the non-extended motion section, the rest of the content is identical to the full version, so the tutorial also applies.
If you want the full version, go to: Smooth Locomotion System
If the plugin works well for you then please be sure to leave a review letting us know what you liked about it.
Video Preview: [Youtobe] [Bilibili]
Playable Demo: [Google Drive]
Discord: Discord
Document: [English Document] [中文文档]
Tutorials:
Version 1.2 Tutorials (Bow/Katana/Protector/GreatSword/TwinBladesBundle): [Youtobe] [Bilibili] (Need to import animation assets from Weapon Master)
Version 1.1 Tutorials: [Youtobe] [Bilibili] (You'll be able to integrate and use in minutes!)
SLS and TCF Integration: Tempest Combat Framework - V2.0 (TCF) - Tutorial (Youtobe) / Tutorial (Bilibili)
Full Video Tutorials:
Main Features
Data-Based: All configuration data for the Smooth Motion system (Configuration Editor) is structured, not instantiated as UObjects, maximizing performance.
Data Configuration Editor: You can flexibly and intuitively configure the data you need, rather than editing it from a large amount of data in the Details panel.
Easy Integration: Simply change the character motion component class, integrate it with a single integration component and animation Blueprint. This non-invasive integration eliminates the need to modify your existing character parent class. (Everything is component-based.)
Easy to Use: All motion control and animation settings are centrally configured as data assets. Simple API calls allow dynamic updates to motion control logic and animation assets at runtime.
No need to modify any animation sequences: Simply configure them in a data set, save them (for MotionSets, you need to click three buttons and save the associated animations), and you're done! It's that easy.
Easy Extensibility: SLS uses an animation layer interface, allowing you to customize animation layers and their settings via Blueprints/C++ and seamlessly replace them at runtime.
Highly Adaptable: SLS uses Animation Blueprint templates, which are compatible with any humanoid skeleton and offer a flexible data configuration structure. Most animation packages available in the marketplace can be used directly, and you can also create non-existent animations using the Masking system. Each new character animation package is simply a new data asset.
Simple API: Based on your game logic, you can switch controls/animations by switching MotionSets, MaskingSets, motion states, and rotation modes. The combinations are endless.
Multiplayer Support: All features of this system support network synchronization, and we will continue to optimize and improve this support.
Masking System: Similar to the Layering system in ALS, is more independent, intuitive, and easy to use. It serves as the implementation of OverlayLayer in SLS. (The character's poses are layered by controlling the blend weights based on each bone's BlendProfile.)
Rigorous Framework Design: After much deliberation, experimentation, and repeated iterations on the same feature, I believe SLS now has a robust framework that can easily support my future development plans.
High-Performance Code and a Balanced Use of Blueprints and C++: SLS fully utilizes C++ and animation multithreading to minimize CPU usage. You don't need to master C++ to use the system. For developers, it supports extensibility via both Blueprints and C++.
Leverages UE5's distance matching, direction warping, and animation warping systems for smooth motion effects, extending them as needed. So, you only need to edit data assets and save, eliminating the tedious configuration work!
Auto Footstep System: Dynamically plays different footstep effects (VFX/SFX/FootprintDecal) on different physical material surfaces, and automate footstep (VFX/SFX/FootprintDecal) setup without requiring a large number of hard asset references in animation sequences.
Camera System: Includes a Blueprint-powered camera module that provides first/third-person and aiming camera modes (more to be added later). Additionally, you can customize any transition for smooth control of your character's camera.
Quick Retargeter: A tool integrated into the right-click menu of an asset in the Content Browser allows for quick animation retargeting between UE4, UE5, and UEFN skeletons. It can also be applied to your own humanoid skeletons!
Traversal System, created using animations from Game Animation Simple.