XaiJu
JakubW
JakubW

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UE 5.6 - AdventureGameLocomotionSystem V1.6.1 | (Project Files) [No Replication, only Windows]

A large-scale project designed for Unreal Engine 5.6+ that includes mechanics commonly used in adventure games.

Full Project Demonstration Wideo (AGLS v1.4 version)

Patch Notes (from 1.1 to 1.5)

Informations about animations:

Not all animations are included in the project. 

Animations such as Stealth Finishers or Melee Attack come from the UE Marketplace. You don't need to own these animation packs to open the project in the editor. The main consequence of missing animations will simply be poorly looking sequences like attack or some interactions.

Here’s a list of animation packs not included in the project (not all sequences from the packs are used in the project):

A full list of animation sequences used in the project is attached.

If you have the necessary additional components, the implementation into AGLS is very simple. You just need to export the required animation sequences to .FBX files. Then, assign the appropriate file names and reimport them into AGLS.

Without these animations, the project will run normally.

Main features in 1.6 version:

New Advanced HumansAI system:

This version of the project focuses primarily on a major overhaul of the AI controller for HumanCharacters. The new controller is a large collection of various types of assets that ultimately come together to create AI designed to provide engaging immersion during gameplay. Compared to the previous controller, which was implemented back in UE4.26, the new one is built on more modern technologies such as StateTree, SmartObjects, ContextualAnimations, and a modified EQS system. It consists of assets developed using both Blueprint and C++. I aimed to design the system so that the AI reacts dynamically, adapting as much as possible to its current environment. For example:

This is what the logic in State Tree looks like:

Not everything I initially planned made it into the final version. I should also mention that the AI was designed with a relatively small number of active instances in mind. Designing the entire AI logic so that instances don’t interfere with one another is a major challenge without using RealTimeNavMesh. Still, I believe the overall result should look really good. Many configuration variables have been exposed to DataAssets, allowing extensive experimentation with the AI’s general behavior:

I should also mention potential bugs that users may encounter. Since there are a lot of possible scenarios to account for, it was impossible for me to test every combination. Therefore, the AI might occasionally bug out. I believe it’s best to report any encountered issues on the Discord server, preferably with videos showing the problem. This would help me understand and address the issue more quickly.

Finally, I’ve decided to prepare a document aimed at providing a deeper understanding of how the new AI controller works. Since configuring it isn’t a simple task, I recommend reviewing the documentation as well as the video below, which demonstrates how to set up a new scene containing AI:

Document about new AI Controller

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➤ Converted StealthFinishers to ContextualAnimations assets.

I don't know how long this plugin has been in Unreal Engine, but I recently learned about it. I completely didn't expect Epic to implement something like this, and I think it's a great solution. That's why I decided to convert StealthFinishers to this system. Everything should work the same as before using this plugin. And I was already in the process of implementing my own asset that achieves a similar effect 🤦‍♂️.

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Patch Notes (Minor Changes):

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📄Main features in 𝐀𝐆𝐋𝐒 1.6.1 version:

I’ve never played with a gamepad before, so I want to point out that the default gamepad inputs may not be very intuitive. However, I tried to keep a layout similar to the default one in Uncharted 4. Additionally, not all AGLS features fully support gamepads — this mainly applies to systems like PickaxeClimbing and RifleInspection.

This is what the default Inputs Mapping looks like (see image in full resolution):

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This system is responsible for correctly attaching the player’s equipped items, such as a rifle, knife, pistol, etc. Before introducing StateTree, managing this aspect was very difficult. With this approach, it becomes much easier to synchronize the moment when an item is attached with the Equip/Unequip animations. In the StateTreeTask, you can specify, for example, whether the attachment should be triggered directly from the animation, and if not, how much to delay the Attach call, e.t.c.

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Minor changes and bug fixes:

DOWNLOAD PROJECT FILES (v1.6.1, UE5.6, No Replication)

DOWNLOAD PROJECT FILES (v1.6.0, UE5.6, No Repliaction)

▶️ AGLS Tutorials Playlist ◀️

📄 it is worth taking a look at the documents in the attachments 📄

Information about project packaging.
In this version of the project, I left a few folders related to the packaging process I performed on my own computer — these include the 'Binaries' and 'Intermediate' directories for plugins located in the 'Plugins' folder. If any errors occur during packaging, it’s worth considering completely deleting these directories from the project files. Additionally, in such cases, it’s recommended to use the 'Full Rebuild' option.

Some important Discord threads:

Can it be used for commercial purposes?
Yes, but there are certain limitations. Most importantly, distributing project files (in the same way I provide them) is strictly prohibited. For commercial purposes, distribution should only be in the form of a packaged project (preferably in shipping configuration). This means that publication should be done in a format that does not allow easy extraction of AGLS project content. In short, the permitted format would be a compiled program, such as a .exe file for Windows.

It is worth reading the full license of use. You can find it at the link (PDF) or in the attachments under the post.

I hope the project will be able to meet your expectations. At the moment, it may contain errors or bugs, but over time, most of them should be fixed. On a scene (DefaultLevel) without any AI controllers, my computer was able to generate around 85 to 95 FPS on high graphics settings. PC specification: AMD Ryzen 7 3800X, 32 GB RAM, NVIDIA GeForce RTX 3060.

I would also like to mention a small request. Namely, it is about private messages sent on Patreon. I would ask that this method of communication be limited, due to its large constraints. If your question is about the project, please send it on the Discord server, or in the comments under the Patreon post. In other cases, I would suggest an email or possibly via a Patreon mailbox. Please note that due to the large number of messages, I am unable to reply to all of them. Most often I answer questions asked on the Discord server, followed by emails, comments under the Patreon post, and Patreon private messages. Thank you for your understanding.

UE 5.6 - AdventureGameLocomotionSystem V1.6.1 | (Project Files) [No Replication, only Windows]

Comments

I'll be working on it. I think I should be able to prepare the C++ code for UE5.7 so that the project can be opened in this version of the engine between December 5th and 8th.

Jakub W

Hi Jakub, are you updating the project to 5.7?

Nicolas Hidalgo

Sir,When I place my character in the project, the items on the animation are lying on the ground and the animations are not sitting properly. Do I need to retarget it? I have an epic UE4 skeleton.can you help me ?

Hüseyin Çalışkan

Yes :) https://discord.gg/uBQYuKjbbB

Jakub W

u have discord? (I seem to live there) I have a couple questions, thanks Awesome Project

Th3Cleaner @Unrealnewb

I just managed to do this. You can find a link to the plugins for UE5.6 in the post below: https://www.patreon.com/posts/ue5-2-to-5-6-als-103356686?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link

Jakub W

Do we have IWALS update plugins to 5.6 ?

Kaivo

Unfortunately, at no point did I focus on fully implementing a first-person camera. What’s included in the project works the same way as in the ALSv4 project. Therefore, I can’t really help with this matter, as I haven’t worked on that system

Jakub W

Hi. I understand you'd like to separate the 'Zombies' system from the AGLS project and use it elsewhere. While this is possible, it's not a simple task. You might need to make changes to the C++ code.

Jakub W

Hi. UE5.7 was released very recently. I won't be working on this version at the moment, but plugins that allow you to open projects in this version of the engine should be available early next month.

Jakub W

Unfortunately, I don't understand everything. Could you explain it more precisely?

Jakub W

Hi Jakub, love the project. Is it possible to only take the zombie AI blueprints and use it in a separate project?

Alex Codreanu

Hi Jakub, thanks for great 1.6)) Are you planning to update plugins to 5.7?

tygra78

Hey Jakub W! Awesome work as always — really appreciate the upload! I ran into a small camera issue while testing(First Person Mode): when you spin the character view quickly (like a 180° turn followed by a fast 360°), the camera sometimes clips through the character’s body — it looks like it’s detaching or skipping the collision check for a frame. Any idea what might be causing that? Would love if you could share a quick tip or short tutorial on how to fix it. Thanks again, your stuff is seriously inspiring!

mohammad hixza

ChatGPT: Most questions are answered on Discord. To fix the problem you’re having now, go to the enemy AI blueprint, open the Class Defaults, and type “Tag” in the search bar. There, you can enter the name of your character blueprint — but make sure to put EN_ in front of it.

Maurus Schlumpf

did you remove the pistol whip animation? from the front?

Jason Morley

skyler clevenger

Kawał dobrej roboty Jakub

vl0ne_9

Thanks a lot. I'll mention that I'm aware of this bug, and I think I've managed to resolve it: https://discordapp.com/channels/884154912123011152/884157463446818897/1435393229985153135

Jakub W

Hi Jakub W First off I love your work just wanted to let you know about a bug when you equip bag while crouched seems to lock player in state of crouched & also stops you from picking up other items as well.

OvaWhar

The post includes links to tutorials, one of which shows the process of preparing a new scene. Also, remember that if your world uses WorldPartition, you should change the 'Spatially Loaded' option in the ALS_BaseCharacter class settings.

Jakub W

Hi. If the skeleton has a bone structure based on UE5 Manny, the situation is much more difficult than with UE4 Mannequin (this is the skeleton used by the AGLS project). I don't have any tutorials on this, and the entire setup depends a lot on your model. If you see the model stretching, I'm guessing you used the MasterPose method. However, you'll likely need to create a complex system based on IKRig. The project includes an example RealTimeRetargeting system for UE5 Manny (class name 'ALS_Manny_CharacterBP'). One approach could be to use VisualSkeletalMesh included in ALS_Manny as the MasterPose. However, in this situation, you're creating a double retargeting, which isn't optimal. A more demanding solution would be to take inspiration from the ALS_Manny_CharacterBP and Manny_RetargetAnimInst classes and create a similar Retargeting Logic for your model. However, this will require more knowledge of Unreal Engine.

Jakub W

This is a great package, I have to admit.

Th3Cleaner @Unrealnewb

If I create a map and select from world setting the _SP mode, my character spawn way off the map. Wondering if the char has code doing this?

Th3Cleaner @Unrealnewb

Hi! Could you please help me with replacing the player model? I’m having an issue where the bones are being stretched on the character, even though the skeleton is UE5. I tried to find a video about this on your channel but only found an old one about retargeting, which isn’t relevant anymore.

Denis Rudoy

Hi. Unfortunately, it’s hard for me to understand the core of the problem with so little information. Therefore, I'd appreciate it if you could provide a description of the errors you've observed on the Discord server, preferably with attached videos. Thanks.

Jakub W

Unfortunately, this isn't possible. Unreal Engine doesn't support backward compatibility.

Jakub W

Hi Jakub. Thanks for your work. There are some bugs. Especially when we hold on to something while sprinting or when trying to get out, it gets stuck in boxes. Sometimes it hangs in the air in fly mode. For example, in the Last of Us style weapon development stand, when you click to edit the barrel, a UI opens, but here the character moves with W, A, S, D and cannot exit. The UI is corrupted and the system is corrupted. Sometimes zombies get stuck between the meshes. Thanks

zLeX

Hi Jakub, Is it possible to use your file in UE5.5?

Ilia Golubev

Insane work as always, lets goooooo

Fahim Faisal

YEAH ! Eager to integrate that into my game. Excellent work !!! :)

Thisisme Mario1

Thank you 💖💖💖💖💖💖💖, pls also try add pillion riding, companion riding the car/bike with player logic :)

Speaking Pictures

i love you Jacob, you are the best

ERICK ORDAZ MENDEZ

Thanks Thanks <3

zLoveMyPatreonS


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