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Advanced Locomotion System V3

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  • started a topic [RELEASED] Advanced Locomotion System V3

    Advanced Locomotion System V3

    So its been a long time since Ive posted updates, but I'm proud to say that after finally getting a break from school I was able to finish and release it

    Preview -



    V2 Update video -




    Short Description - This system is an advanced bipedal character locomotion system focusing on high quality character animation with responsive movement. (100% BP)

    Long Description - Too often game animation lacks quality due to the underlying movement and animation systems being poorly thought out. Animators can create good looking assets, but a badly designed animation system can diminish their quality and create a sub-par experience. This system's purpose is to bridge the gap between the front end and back end of in-game animation, and give animators a good foundation to create assets that will work well with responsive character movement. This system demonstrates a method for achieving responsive movement while retaining a high level of animation quality.

    This system:
    • Looks realistic and works in many game types (3rd person shooter / Action Adventure / True first person)
    • Keeps player in constant control
    • Looks good at all times and conditions
    • Simplifies animator workload wherever possible (For low budget games)
    • Is very flexible and highly adjustable (Everything can be tweaked and tuned to get the best balance between movement and animation)

    Features:
    • Direct Capsule Control (No Root Motion)
    • Multiple Locomotion States
    • Smooth Blending between Directional Animations (minimal foot crossing, if any)
    • Adjustable Rotation Offsets
    • Single Pose Additive Leaning
    • Custom Rotation Rates
    • Multi Directional Stopping Transitions
    • Transitions between Idle Stances
    • Timeline Driven Turn In Place
    • Third Person / True First Person
    • Rotate Towards Velocity
    • Look in Input Direction
    • Jumping
    • Seamless Ragdoll / Get Up Blending
    • Multiplayer Support (Dedicated Server)

    More info can be found on the Store Page here - https://www.unrealengine.com/marketp...tion-system-v1

    Let me know what you think

    Thanks, Caleb

    Edit:

    Hey guys, real sorry I haven't been keeping up on the forums. I do get a lot of emails, and support can many times be physically draining, as I'm only one guy with other things I need to do as well. I do try to get back to people when I can, but it’s always easier with emails, since things can easily get lost in the forums.

    So when I first started on this system I never intended to sell it. It started as a hobby and a learning project, and was basically my first introduction to game animation and development. I'm entirely self taught, and have no real experience before this ( I also suck at programming...math, right?) It was also something I was planning to use for my own projects, but due to the positive feedback and encouragement I received I decided to give the marketplace a shot. After it went live it kind of blew up and my life has been pretty busy ever since. I had never expected to sell very much and so I greatly underestimated the amount of support that would be needed of me.

    One thing I learned early after release is that it’s very very difficult to make an asset as complicated and integral as this and have it work for everyone. Character movement and animation systems can be very hard to integrate with other systems (and vice versa) due to the nature of it being directly tied in with many other things. I'm also still very new and have very little programming knowledge so I did the best I could with what I had, and at the very least I hoped it could be a useful learning tool. I would have loved to build a system that was completely modular or "plug and play", and I still would, but that's super tricky, especially with something like this. Most of the times in game development, character movement and animation systems are built around the design of a specific game, and so they become highly specialized to work with a specific project (also, it can take months to build a system just for one game, and hiring someone to do it would cost much much more than $60). And even if something is made highly flexible and customizable, it still wont work for everyone. Each game will have its own unique needs and it’s impossible to account for everything. The best approach would simply be to make something as generic and boring as possible, but then you'd get generic and boring results....oh and then there's networking, which has a completely different set of problems.

    So yeah. I hope you guys understand the difficulties of some of the things I have to face. Obviously I'd love to make the best thing ever and have it work perfectly in all situations, but I mean c'mon...this is game dev and when does that happen.

    I've been listening to all the feedback I can, and I understand that this system can be difficult to integrate into existing systems, especially for people who are new to programming, animation, and gamedev. I’ll be honest I’ve been wanting to move away from the marketplace for a while to work on my own things, but of course I don’t want to abandon my system either. Right now I’m still trying to decide what I should do. As I continue to learn, I discover new ways to make the system better, but I know that even if I recreate the system for the third time using different methods in order to be even more easy to work with, I’ll still run into some of the same things. So right now it’s kind of up in the air. Also, If I do recreate it, I may have to split up the system into a single player version and a multiplayer one. With networking, some things such as character rotation and physics are difficult to get just right, and so I might have to use some built in features to keep things generic enough for Multiplayer, but I don’t want to compromise on singleplayer quality if I don’t have to.

    I also know that a lot of people want to see many more features. Again, I’m just one guy so I’ll see what I can do, but I can’t do everything for everyone. As long as I can build a system that is relatively easy to add to, I’m hoping that should be enough.

    Once again I’m sorry for my lack of support in some cases, I meant no offense. I’ll do my best to be more diligent If I can, but please please don’t expect me to be able to solve everyone’s problems right away. Sometimes I simply don’t know the answer as I’m still learning too

    All the best, Caleb Longmire
    Last edited by c.longmire42; 10-24-2017, 11:03 AM.

  • replied
    Originally posted by TheMetaFace View Post
    Hi, don't know if this is the appropriate place to ask this, but I've integrated ALS to my project and everything works except turning in place. The player rotates the head and the feet just do an awkward shuffle but doesn't rotate towards the direction I'm looking. I haven't actually changed anything in the original files that should've affected the ability to rotate, even if I remove the one change I made it doesn't do anything.
    I haven't used ALS in a long time, feels like the author abandoned the thread too, maybe the plugin as well. I just had this bookmarked and didn't know what I was opening, otherwise I don't check it either.

    IIRC - and I may not remember correctly - this is because of the anim notifies for turn in place needing to be updated. The turn in place system is honestly convoluted and poorly designed.

    I'm actually amazed that this asset is still listed as network replicated on marketplace.

    Unfortunately you will be hard pressed to find anyone with this level of animation ability as well as networking ability, usually someone will have one or the other, not both, and teaming up to make something like this (or doing it yourself if you can) will never generate the amount of income you could make simply by finding a job and working normally.
    Last edited by Vaei; 10-06-2019, 11:22 PM.

    Leave a comment:


  • replied
    If some of you still have issues with the Turn-In-Place system and you have retargeted the animations, you need to make a change in the non-montage animations from the Animations/TurnInPlace folder.

    Open your retargeted turn-in animation, such as ALS_CLF_Turn_L90, then click on the "TurnInPlace_AnimNotifyState" and change "Montage" to the retargeted one with the correct skeleton in the details panel. Save and repeat for all the turn-in animations, and voilà!

    Leave a comment:


  • replied
    Hi, don't know if this is the appropriate place to ask this, but I've integrated ALS to my project and everything works except turning in place. The player rotates the head and the feet just do an awkward shuffle but doesn't rotate towards the direction I'm looking. I haven't actually changed anything in the original files that should've affected the ability to rotate, even if I remove the one change I made it doesn't do anything.

    Leave a comment:


  • replied
    Originally posted by Vaei View Post
    For IK to work on custom characters you need to add these two nodes to the post process anim BP

    (
    copy this text (exactly) to the clipboard then paste it into the BP ) - the author should do this too so everyone gets the fix

    Code:
    Begin Object Class=/Script/AnimGraph.AnimGraphNode_CopyBone Name="AnimGraphNode_CopyBone_2"
    Node=(SourceBone=(BoneName="foot_l"),TargetBone=(BoneName="ik_foot_l"),ControlSpace=BCS_WorldSpace)
    ShowPinForProperties(0)=(PropertyName="SourceBone",PropertyFriendlyName="Source Bone",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_CopyBone:SourceBone", "Source Bone Name to get transform from"),CategoryName="Copy")
    ShowPinForProperties(1)=(PropertyName="TargetBone",PropertyFriendlyName="Target Bone",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_CopyBone:TargetBone", "Name of bone to control. This is the main bone chain to modify from. *"),CategoryName="Copy")
    ShowPinForProperties(2)=(PropertyName="bCopyTranslation",PropertyFriendlyName="Copy Translation",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_CopyBone:bCopyTranslation", "If Translation should be copied"),CategoryName="Copy",bShowPin=True,bCanToggleVisibility=True)
    ShowPinForProperties(3)=(PropertyName="bCopyRotation",PropertyFriendlyName="Copy Rotation",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_CopyBone:bCopyRotation", "If Rotation should be copied"),CategoryName="Copy",bShowPin=True,bCanToggleVisibility=True)
    ShowPinForProperties(4)=(PropertyName="bCopyScale",PropertyFriendlyName="Copy Scale",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_CopyBone:bCopyScale", "If Scale should be copied"),CategoryName="Copy",bShowPin=True,bCanToggleVisibility=True)
    ShowPinForProperties(5)=(PropertyName="ControlSpace",PropertyFriendlyName="Control Space",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_CopyBone:ControlSpace", "Space to convert transforms into prior to copying components"),CategoryName="Copy")
    ShowPinForProperties(6)=(PropertyName="ComponentPose",PropertyFriendlyName="Component Pose",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_SkeletalControlBase:ComponentPose", "Input link"),CategoryName="Links",bShowPin=True)
    ShowPinForProperties(7)=(PropertyName="Alpha",PropertyFriendlyName="Alpha",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_SkeletalControlBase:Alpha", "Current strength of the skeletal control"),CategoryName="Settings",bShowPin=True,bCanToggleVisibility=True)
    ShowPinForProperties(8)=(PropertyName="AlphaScaleBias",PropertyFriendlyName="Alpha Scale Bias",PropertyTooltip="Alpha Scale Bias",CategoryName="Settings")
    ShowPinForProperties(9)=(PropertyName="LODThreshold",PropertyFriendlyName="LOD Threshold",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_SkeletalControlBase:LODThreshold", "* Max LOD that this node is allowed to run\n* For example if you have LODThreadhold to be 2, it will run until LOD 2 (based on 0 index)\n* when the component LOD becomes 3, it will stop update/evaluate\n* currently transition would be issue and that has to be re-visited"),CategoryName="Performance")
    NodePosX=-1216
    NodePosY=-64
    NodeGuid=3D529F464631BCBC2571CB90F6F2AD35
    CustomProperties Pin (PinId=43D7FC874A52A88DCDB27693B5000DB7,PinName="bCopyTranslation",PinFriendlyName="Copy Translation",PinToolTip="Copy Translation\nBoolean\n\nIf Translation should be copied",PinType.PinCategory="bool",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,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,)
    CustomProperties Pin (PinId=675B2AAC4EB23090EC92EFB6F0ED8FA3,PinName="bCopyRotation",PinFriendlyName="Copy Rotation",PinToolTip="Copy Rotation\nBoolean\n\nIf Rotation should be copied",PinType.PinCategory="bool",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,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,)
    CustomProperties Pin (PinId=921880B64C270A813E9EFEB4E0B0B65D,PinName="bCopyScale",PinFriendlyName="Copy Scale",PinToolTip="Copy Scale\nBoolean\n\nIf Scale should be copied",PinType.PinCategory="bool",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="False",AutogeneratedDefaultValue="False",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
    CustomProperties Pin (PinId=1064BFA340A02FC1050B8A89301484EA,PinName="ComponentPose",PinFriendlyName="Component Pose",PinToolTip="Component Pose\nComponent Space Pose Link Structure\n\nInput link",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.ComponentSpacePoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="(LinkID=-1,SourceLinkID=-1)",AutogeneratedDefaultValue="(LinkID=-1,SourceLinkID=-1)",LinkedTo=(AnimGraphNode_LocalToComponentSpace_0 79D2C07643B31E75C8555BA9137569CD,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
    CustomProperties Pin (PinId=AF2B6F824D6ED80EA2BBE29F16B4AF4D,PinName="Alpha",PinFriendlyName="Alpha",PinToolTip="Alpha\nFloat\n\nCurrent strength of the skeletal control",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="1.000000",AutogeneratedDefaultValue="1.000000",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
    CustomProperties Pin (PinId=072ECDD041D5929851356895BC6DA776,PinName="Pose",Direction="EGPD_Output",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.ComponentSpacePoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(AnimGraphNode_CopyBone_0 1064BFA340A02FC1050B8A89301484EA,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
    End Object
    Begin Object Class=/Script/AnimGraph.AnimGraphNode_CopyBone Name="AnimGraphNode_CopyBone_0"
    Node=(SourceBone=(BoneName="foot_r"),TargetBone=(BoneName="ik_foot_r"),ControlSpace=BCS_WorldSpace)
    ShowPinForProperties(0)=(PropertyName="SourceBone",PropertyFriendlyName="Source Bone",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_CopyBone:SourceBone", "Source Bone Name to get transform from"),CategoryName="Copy")
    ShowPinForProperties(1)=(PropertyName="TargetBone",PropertyFriendlyName="Target Bone",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_CopyBone:TargetBone", "Name of bone to control. This is the main bone chain to modify from. *"),CategoryName="Copy")
    ShowPinForProperties(2)=(PropertyName="bCopyTranslation",PropertyFriendlyName="Copy Translation",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_CopyBone:bCopyTranslation", "If Translation should be copied"),CategoryName="Copy",bShowPin=True,bCanToggleVisibility=True)
    ShowPinForProperties(3)=(PropertyName="bCopyRotation",PropertyFriendlyName="Copy Rotation",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_CopyBone:bCopyRotation", "If Rotation should be copied"),CategoryName="Copy",bShowPin=True,bCanToggleVisibility=True)
    ShowPinForProperties(4)=(PropertyName="bCopyScale",PropertyFriendlyName="Copy Scale",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_CopyBone:bCopyScale", "If Scale should be copied"),CategoryName="Copy",bShowPin=True,bCanToggleVisibility=True)
    ShowPinForProperties(5)=(PropertyName="ControlSpace",PropertyFriendlyName="Control Space",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_CopyBone:ControlSpace", "Space to convert transforms into prior to copying components"),CategoryName="Copy")
    ShowPinForProperties(6)=(PropertyName="ComponentPose",PropertyFriendlyName="Component Pose",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_SkeletalControlBase:ComponentPose", "Input link"),CategoryName="Links",bShowPin=True)
    ShowPinForProperties(7)=(PropertyName="Alpha",PropertyFriendlyName="Alpha",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_SkeletalControlBase:Alpha", "Current strength of the skeletal control"),CategoryName="Settings",bShowPin=True,bCanToggleVisibility=True)
    ShowPinForProperties(8)=(PropertyName="AlphaScaleBias",PropertyFriendlyName="Alpha Scale Bias",PropertyTooltip="Alpha Scale Bias",CategoryName="Settings")
    ShowPinForProperties(9)=(PropertyName="LODThreshold",PropertyFriendlyName="LOD Threshold",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_SkeletalControlBase:LODThreshold", "* Max LOD that this node is allowed to run\n* For example if you have LODThreadhold to be 2, it will run until LOD 2 (based on 0 index)\n* when the component LOD becomes 3, it will stop update/evaluate\n* currently transition would be issue and that has to be re-visited"),CategoryName="Performance")
    NodePosX=-1216
    NodePosY=160
    ErrorType=4
    NodeGuid=BED04FC94B0BAF58A561A9950F18827C
    CustomProperties Pin (PinId=43D7FC874A52A88DCDB27693B5000DB7,PinName="bCopyTranslation",PinFriendlyName="Copy Translation",PinToolTip="Copy Translation\nBoolean\n\nIf Translation should be copied",PinType.PinCategory="bool",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,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,)
    CustomProperties Pin (PinId=675B2AAC4EB23090EC92EFB6F0ED8FA3,PinName="bCopyRotation",PinFriendlyName="Copy Rotation",PinToolTip="Copy Rotation\nBoolean\n\nIf Rotation should be copied",PinType.PinCategory="bool",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,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,)
    CustomProperties Pin (PinId=921880B64C270A813E9EFEB4E0B0B65D,PinName="bCopyScale",PinFriendlyName="Copy Scale",PinToolTip="Copy Scale\nBoolean\n\nIf Scale should be copied",PinType.PinCategory="bool",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="False",AutogeneratedDefaultValue="False",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
    CustomProperties Pin (PinId=1064BFA340A02FC1050B8A89301484EA,PinName="ComponentPose",PinFriendlyName="Component Pose",PinToolTip="Component Pose\nComponent Space Pose Link Structure\n\nInput link",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.ComponentSpacePoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="(LinkID=-1,SourceLinkID=-1)",AutogeneratedDefaultValue="(LinkID=-1,SourceLinkID=-1)",LinkedTo=(AnimGraphNode_CopyBone_2 072ECDD041D5929851356895BC6DA776,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
    CustomProperties Pin (PinId=AF2B6F824D6ED80EA2BBE29F16B4AF4D,PinName="Alpha",PinFriendlyName="Alpha",PinToolTip="Alpha\nFloat\n\nCurrent strength of the skeletal control",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="1.000000",AutogeneratedDefaultValue="1.000000",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
    CustomProperties Pin (PinId=072ECDD041D5929851356895BC6DA776,PinName="Pose",Direction="EGPD_Output",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.ComponentSpacePoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(AnimGraphNode_ModifyBone_102 4324171144775F12BF4610A840698087,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
    End Object
    Wow, you saved me so much time. I was one of the first to purchase ALS, but gave up back on on version 1 because it was so difficult to add states and make changes. After reading all the positive comments on version 3, I decided to give it another try. I followed the author's new videos on adding custom characters, and the IK stopped working on everything. This fixed it for me.... Great help.

    If you have any more fixes, please post them. For example, I am trying to clamp the 1st person rotation so the camera does not see into the mesh when you are looking down at your feet, but can't find the fix for ALS Version 3. Found an old one for version 1, but not 3. Don't understand why the author does not add things like this.... this is one of the reasons I got frustrated and stopped using ALS.

    An example on how to add a new state, such as swimming, would be really helpful. Not sure how to turn off the IK when entering the water and transitioning to the water state (when diving, walking, running, or falling into water), or how to transition out of water when walking up on a beach or jumping onto a boat, or how to transition into different swim states such as surface swimming, treading water, diving underwater, treading idle while underwater, and the such. After playing Assassin's Creed Odyssey for a bit, it would be great to add a solid swim state to ALS..... I bet about 500 users of ALS would be interested in this, if anyone has figured it out. I understand how to do these things in general, but not within the ALS framework, with is very powerful, but complicated.

    I understand that everyone is over at the ALS Discord, but this is still a very useful way to post helpful information, as is the Discord.

    Thanks again for the great tip.
    Last edited by CrashA51; 05-13-2019, 11:49 AM.

    Leave a comment:


  • replied
    Can anyone please tell me how AnimNotify_Stopping works? While trying to use different stop animations depending on the enum, it only works for the original and it seems like the foot position returns 0,0 for any other enum member.

    Leave a comment:


  • replied
    If I edit this plugin at all it breaks. It's very frustrating. I always have to go to a backup because he freezes and slides instead of works properly. Literally I am talking adding a function and not even executing it yet. Literally breaks for no reason.

    Also cannot edit the cameras.
    Last edited by RealAero; 05-04-2019, 05:31 AM.

    Leave a comment:


  • replied
    Hey all, can anyone point me in the direction of the documentation? I'm trying to get the rotation system to work.

    Leave a comment:


  • replied
    I'm probably being dumb, but is there a way to change the camera distance without it moving back to X 300

    Leave a comment:


  • replied
    That was to easy LOL.. I have attached a screenshot to help others.. Thanks silik1
    Attached Files

    Leave a comment:


  • replied
    I want to say thank you also! The system is beautifull.
    To add some camera collision, look at how it's done in the default 3rd person template and begin to mess with MannequinCharacter BP
    ie, springarm + camera.

    Leave a comment:


  • replied
    Thanks for making this system free for a month.. Its great.. Just one question. I have a landscape and am using ur character on that, how can I stop the camera in 3rd person mode falling below the landscape?

    Leave a comment:


  • replied
    hi i wanna ask how can i use this locomotion with my existing project specificly the mmo starter kit by codespartan

    Leave a comment:


  • replied
    Originally posted by karma4jake View Post

    I may have implemented it incorrectly, but I was unable to get the replication fixes to work myself. I just reverted the changes to the original author's implementation.
    I noticed that the bot controls do not work for a client either.

    Leave a comment:


  • replied
    Originally posted by MalikuLupo View Post





    Is this still relevant to the project in it's current state? I noticed no response from the author.
    I may have implemented it incorrectly, but I was unable to get the replication fixes to work myself. I just reverted the changes to the original author's implementation.

    Leave a comment:

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