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Merge pull request #470 from dyanikoglu/dev
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Release v4.25.0
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dyanikoglu authored Nov 10, 2023
2 parents dbcec59 + 0c2912b commit bf4b049
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1 change: 0 additions & 1 deletion .github/FUNDING.yml

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4 changes: 2 additions & 2 deletions ALSV4_CPP.uplugin
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{
"FileVersion": 3,
"Version": 1,
"VersionName": "4.24.0",
"VersionName": "4.25.0",
"FriendlyName": "Advanced Locomotion System Community",
"Description": "Performance optimized community version of LongmireLocomotion's Advanced Locomotion System V4",
"Category": "Animation",
"CreatedBy": "Doga Can Yanikoglu",
"CreatedByURL": "https://github.com/dyanikoglu",
"DocsURL": "https://github.com/dyanikoglu/ALS-Community",
"SupportURL": "https://github.com/dyanikoglu/ALS-Community/issues",
"EngineVersion": "5.1",
"EngineVersion": "5.3.0",
"EnabledByDefault": true,
"CanContainContent": true,
"IsBetaVersion": false,
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9 changes: 6 additions & 3 deletions README.md
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# Advanced Locomotion System - Community Version
![image](https://github.com/dyanikoglu/ALS-Community/raw/main/Resources/Readme_Content_2.gif)

Replicated and optimized version of [Advanced Locomotion System V4](https://www.unrealengine.com/marketplace/en-US/product/advanced-locomotion-system-v1) for **Unreal Engine 5.1** with additional bug fixes
Replicated and optimized version of [Advanced Locomotion System V4](https://www.unrealengine.com/marketplace/en-US/product/advanced-locomotion-system-v1) for **Unreal Engine 5.3** with additional bug fixes

<p align="center">
<a href="https://discord.gg/wYYMHFu"><img src="https://i.imgur.com/LP9bZQj.png"></a>
</p>

## About This Repository

Advanced Locomotion system is built upon pretty outdated animation programming techniques of pre Unreal Engine 5 era, and I highly recommended to utilize other available locomotion systems, such as Epic's Lyra sample project. This repository will only receive engine compatibility fixes from now.

## Supported Platforms
- Windows
- Linux
- Console

*Mac and mobile platforms are not tested and supported at the moment. Use the plugin on those platforms with your own risk.*
*Console, Mac and mobile platforms are not tested and supported at the moment. Use the plugin on those platforms with your own risk.*

## Features
- Fully implemented and optimized in C++. Implementation is based on latest marketplace release (V4) of ALS
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// Source Code: https://github.com/dyanikoglu/ALS-Community

#include "AI/ALS_BTTask_SetFocusToPlayer.h"
#include "Engine/World.h"
#include "Runtime/Engine/Classes/Kismet/GameplayStatics.h"
#include "AIController.h"

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1 change: 1 addition & 0 deletions Source/ALSV4_CPP/Private/Character/ALSCharacter.cpp
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Expand Up @@ -4,6 +4,7 @@

#include "Character/ALSCharacter.h"

#include "Components/SkeletalMeshComponent.h"
#include "Engine/StaticMesh.h"
#include "AI/ALSAIController.h"
#include "Kismet/GameplayStatics.h"
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Expand Up @@ -7,7 +7,11 @@
#include "Library/ALSMathLibrary.h"
#include "Components/ALSDebugComponent.h"

#include "Curves/CurveFloat.h"
#include "Curves/CurveVector.h"

#include "TimerManager.h"

#include "Components/CapsuleComponent.h"
#include "GameFramework/CharacterMovementComponent.h"

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Expand Up @@ -4,6 +4,10 @@

#include "Character/Animation/Notify/ALSAnimNotifyCameraShake.h"

#include "Components/SkeletalMeshComponent.h"

#include "GameFramework/Pawn.h"
#include "GameFramework/PlayerController.h"

void UALSAnimNotifyCameraShake::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
{
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Expand Up @@ -4,7 +4,10 @@

#include "Character/Animation/Notify/ALSAnimNotifyFootstep.h"

#include "Animation/AnimInstance.h"
#include "Components/AudioComponent.h"
#include "Components/SkeletalMeshComponent.h"

#include "Engine/DataTable.h"
#include "Kismet/KismetSystemLibrary.h"
#include "Library/ALSCharacterStructLibrary.h"
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Expand Up @@ -4,6 +4,8 @@

#include "Character/Animation/Notify/ALSNotifyStateEarlyBlendOut.h"

#include "Animation/AnimInstance.h"

#include "Character/ALSBaseCharacter.h"

void UALSNotifyStateEarlyBlendOut::NotifyTick(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation,
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Expand Up @@ -6,6 +6,8 @@

#include "Character/ALSBaseCharacter.h"

#include "Components/SkeletalMeshComponent.h"

void UALSNotifyStateMovementAction::NotifyBegin(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation,
float TotalDuration, const FAnimNotifyEventReference& EventReference)
{
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1 change: 1 addition & 0 deletions Source/ALSV4_CPP/Public/Components/ALSDebugComponent.h
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Expand Up @@ -6,6 +6,7 @@
#include "CoreMinimal.h"

#include "Kismet/KismetSystemLibrary.h"
#include "CollisionShape.h"
#include "Components/ActorComponent.h"
#include "ALSDebugComponent.generated.h"

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48 changes: 24 additions & 24 deletions Source/ALSV4_CPP/Public/Library/ALSAnimationStructLibrary.h
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Expand Up @@ -75,7 +75,7 @@ struct FALSTurnInPlaceAsset
float AnimatedAngle = 0.0f;

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
FName SlotName;
FName SlotName = NAME_None;

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
float PlayRate = 1.0f;
Expand All @@ -90,22 +90,22 @@ struct FALSAnimCharacterInformation
GENERATED_BODY()

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
FRotator AimingRotation;
FRotator AimingRotation = FRotator::ZeroRotator;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
FRotator CharacterActorRotation;
FRotator CharacterActorRotation = FRotator::ZeroRotator;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
FVector Velocity;
FVector Velocity = FVector::ZeroVector;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
FVector RelativeVelocityDirection;
FVector RelativeVelocityDirection = FVector::ZeroVector;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
FVector Acceleration;
FVector Acceleration = FVector::ZeroVector;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
FVector MovementInput;
FVector MovementInput = FVector::ZeroVector;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
bool bIsMoving = false;
Expand Down Expand Up @@ -210,13 +210,13 @@ struct FALSAnimGraphAimingValues
GENERATED_BODY()

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Aiming Values")
FRotator SmoothedAimingRotation;
FRotator SmoothedAimingRotation = FRotator::ZeroRotator;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Aiming Values")
FRotator SpineRotation;
FRotator SpineRotation = FRotator::ZeroRotator;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Aiming Values")
FVector2D AimingAngle;
FVector2D AimingAngle = FVector2D::ZeroVector;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Aiming Values")
float AimSweepTime = 0.5f;
Expand Down Expand Up @@ -324,46 +324,46 @@ struct FALSAnimGraphFootIK
float FootLock_R_Alpha = 0.0f;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
bool UseFootLockCurve_L;
bool UseFootLockCurve_L = false;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
bool UseFootLockCurve_R;
bool UseFootLockCurve_R = false;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
FVector FootLock_L_Location;
FVector FootLock_L_Location = FVector::ZeroVector;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
FVector TargetFootLock_R_Location;
FVector TargetFootLock_R_Location = FVector::ZeroVector;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
FVector FootLock_R_Location;
FVector FootLock_R_Location = FVector::ZeroVector;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
FRotator TargetFootLock_L_Rotation;
FRotator TargetFootLock_L_Rotation = FRotator::ZeroRotator;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
FRotator FootLock_L_Rotation;
FRotator FootLock_L_Rotation = FRotator::ZeroRotator;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
FRotator TargetFootLock_R_Rotation;
FRotator TargetFootLock_R_Rotation = FRotator::ZeroRotator;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
FRotator FootLock_R_Rotation;
FRotator FootLock_R_Rotation = FRotator::ZeroRotator;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
FVector FootOffset_L_Location;
FVector FootOffset_L_Location = FVector::ZeroVector;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
FVector FootOffset_R_Location;
FVector FootOffset_R_Location = FVector::ZeroVector;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
FRotator FootOffset_L_Rotation;
FRotator FootOffset_L_Rotation = FRotator::ZeroRotator;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
FRotator FootOffset_R_Rotation;
FRotator FootOffset_R_Rotation = FRotator::ZeroRotator;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
FVector PelvisOffset;
FVector PelvisOffset = FVector::ZeroVector;

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
float PelvisAlpha = 0.0f;
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28 changes: 14 additions & 14 deletions Source/ALSV4_CPP/Public/Library/ALSCharacterEnumLibrary.h
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Expand Up @@ -24,7 +24,7 @@ static FORCEINLINE FString GetEnumerationToString(const Enumeration InValue)
/**
* Character gait state. Note: Also edit related struct in ALSStructEnumLibrary if you add new enums
*/
UENUM(BlueprintType)
UENUM(BlueprintType, meta = (ScriptName = "ALS_Gait"))
enum class EALSGait : uint8
{
Walking,
Expand All @@ -35,7 +35,7 @@ enum class EALSGait : uint8
/**
* Character movement action state. Note: Also edit related struct in ALSStructEnumLibrary if you add new enums
*/
UENUM(BlueprintType)
UENUM(BlueprintType, meta = (ScriptName = "ALS_MovementAction"))
enum class EALSMovementAction : uint8
{
None,
Expand All @@ -48,7 +48,7 @@ enum class EALSMovementAction : uint8
/**
* Character movement state. Note: Also edit related struct in ALSStructEnumLibrary if you add new enums
*/
UENUM(BlueprintType)
UENUM(BlueprintType, meta = (ScriptName = "ALS_MovementState"))
enum class EALSMovementState : uint8
{
None,
Expand All @@ -61,7 +61,7 @@ enum class EALSMovementState : uint8
/**
* Character overlay state. Note: Also edit related struct in ALSStructEnumLibrary if you add new enums
*/
UENUM(BlueprintType)
UENUM(BlueprintType, meta = (ScriptName = "ALS_OverlayState"))
enum class EALSOverlayState : uint8
{
Default,
Expand All @@ -82,7 +82,7 @@ enum class EALSOverlayState : uint8
/**
* Character rotation mode. Note: Also edit related struct in ALSStructEnumLibrary if you add new enums
*/
UENUM(BlueprintType)
UENUM(BlueprintType, meta = (ScriptName="ALS_RotationMode"))
enum class EALSRotationMode : uint8
{
VelocityDirection,
Expand All @@ -93,7 +93,7 @@ enum class EALSRotationMode : uint8
/**
* Character stance. Note: Also edit related struct in ALSStructEnumLibrary if you add new enums
*/
UENUM(BlueprintType)
UENUM(BlueprintType, meta = (ScriptName = "ALS_Stance"))
enum class EALSStance : uint8
{
Standing,
Expand All @@ -103,22 +103,22 @@ enum class EALSStance : uint8
/**
* Character view mode. Note: Also edit related struct in ALSStructEnumLibrary if you add new enums
*/
UENUM(BlueprintType)
UENUM(BlueprintType, meta = (ScriptName = "ALS_ViewMode"))
enum class EALSViewMode : uint8
{
ThirdPerson,
FirstPerson
};

UENUM(BlueprintType)
UENUM(BlueprintType, meta = (ScriptName = "ALS_AnimFeatureExample"))
enum class EALSAnimFeatureExample : uint8
{
StrideBlending,
AdditiveBlending,
SprintImpulse
};

UENUM(BlueprintType)
UENUM(BlueprintType, meta = (ScriptName = "ALS_FootstepType"))
enum class EALSFootstepType : uint8
{
Step,
Expand All @@ -127,14 +127,14 @@ enum class EALSFootstepType : uint8
Land
};

UENUM(BlueprintType)
UENUM(BlueprintType, meta = (ScriptName = "ALS_GroundedEntryState"))
enum class EALSGroundedEntryState : uint8
{
None,
Roll
};

UENUM(BlueprintType)
UENUM(BlueprintType, meta = (ScriptName = "ALS_HipsDirection"))
enum class EALSHipsDirection : uint8
{
F,
Expand All @@ -145,15 +145,15 @@ enum class EALSHipsDirection : uint8
LB
};

UENUM(BlueprintType)
UENUM(BlueprintType, meta = (ScriptName = "ALS_MantleType"))
enum class EALSMantleType : uint8
{
HighMantle,
LowMantle,
FallingCatch
};

UENUM(BlueprintType)
UENUM(BlueprintType, meta = (ScriptName = "ALS_MovementDirection"))
enum class EALSMovementDirection : uint8
{
Forward,
Expand All @@ -162,7 +162,7 @@ enum class EALSMovementDirection : uint8
Backward
};

UENUM(BlueprintType)
UENUM(BlueprintType, meta = (ScriptName = "ALS_SpawnType"))
enum class EALSSpawnType : uint8
{
Location,
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