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. This process was demonstrated by the user 'Clydiie' in this video:
Presenting the Third Version of the Adventure Game Locomotion System. In this update, I focused on enhancing Companion AI, improving several player character systems, optimizing performance, and fixing multiple bugs and issues.
- Improved Companion AI implementation including:
Added many new tools to enhance Companion AI navigation around the map and interaction with the environment. Among other things, the AI can now jump between normally inaccessible NavMesh fragments by adding appropriate NavLinks:


Implemented interactions that Companion AI can enter with the player. Currently, this is climbing a 3-meter wall, and picking up and walking under a heavy object.

Created a ‘Shooting Mode’ state. In this mode, CompAI tries to stay behind cover, while detecting enemies and trying to aim at them with available weapons.Added diagonal
- Added diagonal Rolls animations. From now on, Rolls animations are diagonal, which allows you to roll in the appropriate direction. Currently, this action still requires double-tapping ‘Crouch Action’

- Improved animations related to picking up another rifle, and arrows for the bow:
- Note Inspection Ability (Note for the 'AnimMan' mesh this may look less accurate due to this mesh having larger fingers which causes them to go through the note):

- A completely new solution for creating interactive objects added to the game. From now on, GameplayAbilities are called by a C++ component. This component also supports displaying an interaction widget (a circle with the letter 'E' near interactive objects). In the previous solution, each actor instance that was supposed to be interactive had code for generating a widget. This was based on checking if the player was nearby via the 'Generate Overlap Event'. The new solution is much more efficient because from this version of the project, the player component determines when to generate the widget and when to destroy it. For this purpose, interactive actors got their C++ class as 'InteractiveActor' or 'InteractiveStaticMeshActor'. This also allows for much faster creation of your own interactive elements of the environment. From now on, many Abilities are also loaded asynchronously, which reduces memory consumption. I think the new solution is well illustrated by the diagram below:

Implementing such a solution also significantly improved performance in the context of updating elements related to collisions. It allowed to reduce the number of ‘Overlap’ updates, which with a large number of actor instances can cause performance drops.

- List of bug fixes and improvements I've noticed:
Improved the point calculation algorithm for Traversal Parkour. It should now work much better on complex collisions, e.g. non-volumetric collisions
Slightly corrected motion matching in falling mode (I used different Pose Search Channel settings)
Fixed a bug with the Sliding system where not all character movement parameters were reset after sliding was finished
A bug in the packed shipping project was that 'Enable Root Motion Offset' was not activated. This caused Aiming State to work incorrectly during movement
Eliminated crash in packaged project (shipping configuration) related to spawning Companion AI
Improved 'headshot' damage causing. Now is including also neck bone. Previusly incorrect bone name was entered in human AI
Now you can start Melee Atack, when enemy is crouching
When releasing pushing object, the locking rotation not always disabled. Now this problem should't appears
Deleted interrupt Motion Matching databases when player is changed Gait State
Fixed an issue with getting into a vehicle while the player has a backpack. Previously this caused a collision issue
Added new condition for interrupt MM databases in humans AI anim instances. Now it should improved for AI entering to movement mode when velocity is greater that 0
Corrected the animation of picking up grenades
Removed division by zero warning in ALS_AnimBP
Removed warning about 'Accessed None trying to read property' related to GetMainInst() function implemented in GetFootPlacementSettings
Reduced Slate Calls (Widgets Updating)
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 without any AI controllers, my computer was able to generate around 80 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.
Archibald
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