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JakubW
JakubW

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UE5.2 to 5.6 - Interaction With ALS - Version 3.3 (Project Files) [No Replication | Windows only]

Not all animations will be included in the project. Packaged only UE5.2 - Win x64. No Replication. Include C++ Code

------> Informations about animations:

In the project, not all animations will be included. Animations like Stealth Finishers come from the UE5 marketplace - Stealth Finishers - knife and hand In order for it to look like on a video, you need this package, which must later be uploaded to the project

How to reimport animations form Marketplace Pack to project (YT Video)

Edit: From this version, please do not edit the animation curves, now you only need to replace the damaged animations with the original ones.

Ultimate Traversal Anims by RamsterZ. I broke this animations but if you want to import orginal , buy this pack , export  choosed animations to fbx and reimport to the project.

 The Melee Combat also using Marketplace. Animations are not included in the project, but the system can still be used, although bugs may appear. If you have this Animation Pack - Brutal Finishers - Hand and Knife , do the same with it as with other bundles. Do not change any animation sequence settings, but reimport individual files. Attention! In the project, the names of the animations start with 'BF_H2H' or 'BF_Knife', so you need to replace the file names after exporting FBX.

Without these animations, the project will run normally.

------> INFO About Plugins:

The project currently includes a 4 plugins of my creation. To run the project as a newer version of current created project, it is required to replace the plug-in files with new ones intended for a specific version of the engine and project. If you run this as a fresh project in the UE5.2 engine, no changes are required. For newer versions of the engine, you need to download the correct files

Download Plugins For Unreal Engine 5.3 

Download Plugins For Unreal Engine 5.4 

Download Plugins For Unreal Engine 5.5

Download Plugins For Unreal Engine 5.6

Main changes:

• Added back holding a Hostage ability

• Improved damage system and Hit Reaction. It is now possible to set your own health point values ​​for individual actors by creating new blueprint class.

• Fixed rotation problem durning reloading the Famas while in cover (Discord)

• Fixed some problems with Box/Barrel picking ability (Discord)

• Added Box/Barrel Overlay State In Overlay Switch Menu when holding this props (Discord)

• Improved weapon aiming while holding a ladder (Discord)

• Fixed gimbal lock when the player camera is looking maximum down

• Fixed some bugs related to holding the Flashlight, e.g. when activating a ability blueprint

• Fixed rotation initialization bug for the JacobMotionWarping component. This caused jerky rotation when activating the Melee Fight sequence.

• Added a widget to help determine in this situation we can start a melee attack sequence

• Fixed a bug related to restarting Rope Swing while the player was in the "Is Falling" state at least once. The 'Braking Friction Factor' value during landing was set to 0, which caused a lack of motion damping during Rope Swing.

• And some smaller changes

Download Project Files - v3.3 UE5.2 (Win x64)

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)

Information about further development of the project.


At the moment, this is the last update for the engine versions 5.2 and 5.3. Only small updates may appear when I notice any problems or bugs with the project. The next version will appear for version 𝐔𝐄5.4 with an attempt to implement motion matching and motorica AI technologies. In the meantime, plugins for 𝐔𝐄5.4 may appear to enable running the project in the latest version of the program.

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.

UE5.2 to 5.6 - Interaction With ALS - Version 3.3 (Project Files) [No Replication | Windows only] UE5.2 to 5.6 - Interaction With ALS - Version 3.3 (Project Files) [No Replication | Windows only]

Comments

Download Project Files - v3.3 UE5.2 (Win x64) download not working i paid to get acces to this pack but its not working the drive is off

useless

Project Files for 5.6?

LöwesSpielStudio - Ruslan

Hi, the same for me

LöwesSpielStudio - Ruslan

how can I fix the issue that if I move the mouse quickly along the Yaw axis (left and right), sometimes I catch a glimpse of the Skeletal Mesh of the BP_AnimManCharacter maybe because the camera had already rotated, but the skeletal mesh hadn’t finished its turning animation to align with the camera yet. This issue only occurs in first-person mode. Do you have any solutions for this? Thank you very much.

Emanuel

Hi, new here I was just wondering if anyone has the full Controller &/or Keyboard Inputs list for the project ?

Sean Tereso

can i disable the use of "finishers" without breaking the game?

Jordan Aalders

Will this version support other engine versions? For example 5.5

André Queiroz

it was set to 1000 on both the current health and the max health. I kept changing current health and it did not work until I changed the max health also.

JRod Granada

Hi. With such a large number of systems, the chance of eliminating all errors is impossible to achieve alone. The project was built for UE5.2, so automatic conversion to 5.4 may cause errors. However, resolving them is not very complicated. I’d also like to mention that the entire project is only worth $10. For refunds, I think you should contact Patreon's support team.

Jakub W

The enemy does not have 1000 health points. The default value is 100. The variable storing health point values ​​is set to 1000 by default, but this value is overwritten during character initialization.

Jakub W

I love how you made the character have only 100 health compared to the enemy at 1000 lol

JRod Granada

lots of bugs and doesn't work properly or at all on 5.4 need a refund

sylvain cuveillier

u can create a box trigger and spawn ai on the bound of box

RonYonassiProduction

do u could maybe explain me from here,i want the character that stay on idle animation while aiming the gun will stop being effect from idle animation.,i want the upperbody\Gun will stop be effect by the idle animation that won't impact the gun rotation and the aiming,it is really hard to kill a zombies in a first person shooter while try to be steady,thank you if you possibly could help with explainations

RonYonassiProduction

AnimMan and Mannequin use the same skeleton "ALS_Mannequin_Skeleton", so retarget files seem unnecessary in this case.

Jakub W

could you add a IK Retargeter from mannequin to ALS if i want to implement a new animations to the projects? i am really frustrated from this,much appreciate if u would add this.

RonYonassiProduction

Hi but I cant find 5.3 and 5.4 links, and in latest version there are no AI system

Mohammad Sheikh Hassani

Everything is good but tell us a way to change the character because it has become very difficult on ue5 I tried to change it but ALS Skeleton is very complicated =(

AD

Is there a way to add this character and its animations to another project?

Hunter AlHmac

https://docs.google.com/document/d/1Yk2aZAdQhPI1vHSxhm5DqwHU4N_jeALDCZS68kIWS5I/edit?usp=sharing

Alex J

click on show more bro

Clydiie

how do i get the project

Q Dollaz

i paid it, but cant find community

lucas li

how can i join in patreon community?

lucas li

HI,Where can i get document to understand this project?

lucas li

UATHelper: Packaging (Windows): [1/4] Compile [x64] ALS_HumanAI_ControllerCpp.cpp UATHelper: Packaging (Windows): C:\Program Files\Epic Games\UE_5.4\Engine\Source\Runtime\Core\Public\Containers\Array.h(980) : error C4702: c�digo inacess�vel UATHelper: Packaging (Windows): inlined at F:\LastDead\Plugins\HelpfulFunctions\Source\HelpfulFunctions\Private\ALS_HumanAI_ControllerCpp.cpp(333) >::Find> UATHelper: Packaging (Windows): while compiling AALS_HumanAI_ControllerCpp::GetBestEnemyFromSight UATHelper: Packaging (Windows): F:\LastDead\Plugins\HelpfulFunctions\Source\HelpfulFunctions\Private\ALS_HumanAI_ControllerCpp.cpp(334) : error C4702: c�digo inacess�vel UATHelper: Packaging (Windows): while compiling AALS_HumanAI_ControllerCpp::GetBestEnemyFromSight UATHelper: Packaging (Windows): F:\LastDead\Plugins\HelpfulFunctions\Source\HelpfulFunctions\Private\ALS_HumanAI_ControllerCpp.cpp(335) : error C4702: c�digo inacess�vel UATHelper: Packaging (Windows): while compiling AALS_HumanAI_ControllerCpp::GetBestEnemyFromSight UATHelper: Packaging (Windows): F:\LastDead\Plugins\HelpfulFunctions\Source\HelpfulFunctions\Private\ALS_HumanAI_ControllerCpp.cpp(591) : error C4702: c�digo inacess�vel UATHelper: Packaging (Windows): while compiling AALS_HumanAI_ControllerCpp::GetTheAverageValueOfSpottedEnemiesFast UATHelper: Packaging (Windows): F:\LastDead\Plugins\HelpfulFunctions\Source\HelpfulFunctions\Private\ALS_HumanAI_ControllerCpp.cpp(593) : error C4702: c�digo inacess�vel UATHelper: Packaging (Windows): while compiling AALS_HumanAI_ControllerCpp::GetTheAverageValueOfSpottedEnemiesFast UATHelper: Packaging (Windows): F:\LastDead\Plugins\HelpfulFunctions\Source\HelpfulFunctions\Private\ALS_HumanAI_ControllerCpp.cpp(595) : error C4702: c�digo inacess�vel UATHelper: Packaging (Windows): while compiling AALS_HumanAI_ControllerCpp::GetTheAverageValueOfSpottedEnemiesFast UATHelper: Packaging (Windows): C:\Program Files\Epic Games\UE_5.4\Engine\Source\Runtime\CoreUObject\Public\Templates\Casts.h(150) : error C4702: c�digo inacess�vel UATHelper: Packaging (Windows): inlined at F:\LastDead\Plugins\HelpfulFunctions\Source\HelpfulFunctions\Private\ALS_HumanAI_ControllerCpp.cpp(598) > UATHelper: Packaging (Windows): while compiling AALS_HumanAI_ControllerCpp::GetTheAverageValueOfSpottedEnemiesFast UATHelper: Packaging (Windows): C:\Program Files\Epic Games\UE_5.4\Engine\Source\Runtime\CoreUObject\Public\Templates\Casts.h(90) : error C4702: c�digo inacess�vel UATHelper: Packaging (Windows): inlined at F:\LastDead\Plugins\HelpfulFunctions\Source\HelpfulFunctions\Private\ALS_HumanAI_ControllerCpp.cpp(599) > UATHelper: Packaging (Windows): while compiling AALS_HumanAI_ControllerCpp::GetTheAverageValueOfSpottedEnemiesFast UATHelper: Packaging (Windows): F:\LastDead\Plugins\HelpfulFunctions\Source\HelpfulFunctions\Public\ALS_HumanAI_InterfaceCpp.h(14) : error C4702: c�digo inacess�vel UATHelper: Packaging (Windows): inlined at F:\LastDead\Plugins\HelpfulFunctions\Source\HelpfulFunctions\Private\ALS_HumanAI_ControllerCpp.cpp(600) UATHelper: Packaging (Windows): while compiling AALS_HumanAI_ControllerCpp::GetTheAverageValueOfSpottedEnemiesFast UATHelper: Packaging (Windows): F:\LastDead\Plugins\HelpfulFunctions\Source\HelpfulFunctions\Private\ALS_HumanAI_ControllerCpp.cpp(602) : error C4702: c�digo inacess�vel UATHelper: Packaging (Windows): while compiling AALS_HumanAI_ControllerCpp::GetTheAverageValueOfSpottedEnemiesFast UATHelper: Packaging (Windows): C:\Program Files\Epic Games\UE_5.4\Engine\Source\Runtime\CoreUObject\Public\UObject\Object.h(1797) : error C4702: c�digo inacess�vel UATHelper: Packaging (Windows): inlined at F:\LastDead\Plugins\HelpfulFunctions\Source\HelpfulFunctions\Private\ALS_HumanAI_ControllerCpp.cpp(603) UATHelper: Packaging (Windows): while compiling AALS_HumanAI_ControllerCpp::GetTheAverageValueOfSpottedEnemiesFast UATHelper: Packaging (Windows): F:\LastDead\Plugins\HelpfulFunctions\Source\HelpfulFunctions\Private\ALS_HumanAI_ControllerCpp.cpp(605) : error C4702: c�digo inacess�vel UATHelper: Packaging (Windows): while compiling AALS_HumanAI_ControllerCpp::GetTheAverageValueOfSpottedEnemiesFast UATHelper: Packaging (Windows): F:\LastDead\Plugins\HelpfulFunctions\Source\HelpfulFunctions\Private\ALS_HumanAI_ControllerCpp.cpp(609) : error C4702: c�digo inacess�vel UATHelper: Packaging (Windows): while compiling AALS_HumanAI_ControllerCpp::GetTheAverageValueOfSpottedEnemiesFast UATHelper: Packaging (Windows): [2/4] Compile [x64] JakubCablePhysic.cpp UATHelper: Packaging (Windows): F:\LastDead\Plugins\JakubCableComponent\Source\CableComponent\Private\JakubCablePhysic.cpp(1383) : error C4702: c�digo inacess�vel UATHelper: Packaging (Windows): while compiling UJakubCablePhysic::ApplyConstForceToParticle UATHelper: Packaging (Windows): Total time in Parallel executor: 4.30 seconds UATHelper: Packaging (Windows): Total execution time: 6.01 seconds UATHelper: Packaging (Windows): Took 6,16s to run dotnet.exe, ExitCode=6 UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\JP\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.4\UBA-LastDead-Win64-Shipping.txt) UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 8s UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6) UATHelper: Packaging (Windows): BUILD FAILED PackagingResults: Error: Unknown Error Help Please.

João Paulo Vargas da Silveira

I don't know what happened to my original comment on this, looks like it may have been removed for some odd reason; but I second the NPCs part. From what I have heard, it doesn't seem to be a primary focus but it would be nice if once we become a bit more bug free, attention could be drawn back to this in the coming updates.

Connor Inglis

Can't wait for the next IWALS 3.4, you are a genius!

Jhosep Chevarria

hey and many thanks for this amazing project mate!

Pourya Mohammadpoor

I would love to see how you are going to integrate this project with epic newly released motion matching animations ! Also a bit more smart NPCs and maybe civilians or pedestrians would be a great futures for future !

Louis

You should add gore and dismemberment

HudsonsAverage

program the enemy to appear only when the player is close in this project then it would be great

jose souza

It's a known issue already. You can just delete the widget.

Alex J

CTRL + Space Bar.

Alex J

ZombieDebug_UI throws a packaging error for shipping builds in UE5.4.1

Eddie J. L. Christian

how do I preform crawling in the project ?.

zabuza

put in a system to generate enemies only when the player is nearby

jose souza

Hello. Thanks for the release. My question is, I am looking for a way to eliminate or reduce the camera shake when the character walks. The movement of the character can cause the screen to shake and the player to become intoxicated. If you know of a solution, could you please let me know? Thank you in advance.

だめっち 駄目人間07号

how can i change the kombo animations to capoeira animations ,i already have the animations

jose souza

Hi Jakub thanks for the amazing work man. one question, is it possible to change some locomotion animation for certain character? i plan to have multiple playable character such as male and female, and i want to have different movement style for both character.

a

Thanks for the help. Your contribution to the project is very helpful. I hope my work will also be useful to you :)

Jakub W

Thank you again Jakub for fixing all the bugs I mentioned. Maybe we will get nearly bug free one day (:

Alex J


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