diff --git a/.github/FUNDING.yml b/.github/FUNDING.yml deleted file mode 100644 index 01be1e77..00000000 --- a/.github/FUNDING.yml +++ /dev/null @@ -1 +0,0 @@ -ko_fi: dyanikoglu diff --git a/ALSV4_CPP.uplugin b/ALSV4_CPP.uplugin index f5b1bb8b..8e15e3fa 100644 --- a/ALSV4_CPP.uplugin +++ b/ALSV4_CPP.uplugin @@ -1,7 +1,7 @@ { "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", @@ -9,7 +9,7 @@ "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, diff --git 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a/Content/AdvancedLocomotionV4/Blueprints/UI/ALS_HUD.uasset b/Content/AdvancedLocomotionV4/Blueprints/UI/ALS_HUD.uasset index 02d9f201..5b4ec0bb 100644 Binary files a/Content/AdvancedLocomotionV4/Blueprints/UI/ALS_HUD.uasset and b/Content/AdvancedLocomotionV4/Blueprints/UI/ALS_HUD.uasset differ diff --git a/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/ALS_AnimBP.uasset b/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/ALS_AnimBP.uasset index a6e0855b..8e8b7077 100644 Binary files a/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/ALS_AnimBP.uasset and b/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/ALS_AnimBP.uasset differ diff --git a/README.md b/README.md index 97c589fa..e28d0318 100644 --- a/README.md +++ b/README.md @@ -1,18 +1,21 @@ # 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
+## About This Repository + +Advanced Locomotion system is built upon pretty outdated animation programming techniques of pre Unreal Engine 5 era, and I highly recommended to utilize other available locomotion systems, such as Epic's Lyra sample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 diff --git a/Source/ALSV4_CPP/Private/AI/ALS_BTTask_SetFocusToPlayer.cpp b/Source/ALSV4_CPP/Private/AI/ALS_BTTask_SetFocusToPlayer.cpp index 6c127d11..cc7a7e1a 100644 --- a/Source/ALSV4_CPP/Private/AI/ALS_BTTask_SetFocusToPlayer.cpp +++ b/Source/ALSV4_CPP/Private/AI/ALS_BTTask_SetFocusToPlayer.cpp @@ -2,6 +2,7 @@ // 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" diff --git a/Source/ALSV4_CPP/Private/Character/ALSCharacter.cpp b/Source/ALSV4_CPP/Private/Character/ALSCharacter.cpp index 6b962691..b414d70d 100644 --- a/Source/ALSV4_CPP/Private/Character/ALSCharacter.cpp +++ b/Source/ALSV4_CPP/Private/Character/ALSCharacter.cpp @@ -4,6 +4,7 @@ #include "Character/ALSCharacter.h" +#include "Components/SkeletalMeshComponent.h" #include "Engine/StaticMesh.h" #include "AI/ALSAIController.h" #include "Kismet/GameplayStatics.h" diff --git a/Source/ALSV4_CPP/Private/Character/Animation/ALSCharacterAnimInstance.cpp b/Source/ALSV4_CPP/Private/Character/Animation/ALSCharacterAnimInstance.cpp index 11a44ff6..b1302ca0 100644 --- a/Source/ALSV4_CPP/Private/Character/Animation/ALSCharacterAnimInstance.cpp +++ b/Source/ALSV4_CPP/Private/Character/Animation/ALSCharacterAnimInstance.cpp @@ -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" diff --git a/Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSAnimNotifyCameraShake.cpp b/Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSAnimNotifyCameraShake.cpp index 9bfc50ba..3bbc7904 100644 --- a/Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSAnimNotifyCameraShake.cpp +++ b/Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSAnimNotifyCameraShake.cpp @@ -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) { diff --git a/Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSAnimNotifyFootstep.cpp b/Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSAnimNotifyFootstep.cpp index c01f024c..88010938 100644 --- a/Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSAnimNotifyFootstep.cpp +++ b/Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSAnimNotifyFootstep.cpp @@ -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" diff --git a/Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSNotifyStateEarlyBlendOut.cpp b/Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSNotifyStateEarlyBlendOut.cpp index a7df65cf..eadacb69 100644 --- a/Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSNotifyStateEarlyBlendOut.cpp +++ b/Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSNotifyStateEarlyBlendOut.cpp @@ -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, diff --git a/Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSNotifyStateMovementAction.cpp b/Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSNotifyStateMovementAction.cpp index 175b5913..d21ccec2 100644 --- a/Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSNotifyStateMovementAction.cpp +++ b/Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSNotifyStateMovementAction.cpp @@ -6,6 +6,8 @@ #include "Character/ALSBaseCharacter.h" +#include "Components/SkeletalMeshComponent.h" + void UALSNotifyStateMovementAction::NotifyBegin(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, float TotalDuration, const FAnimNotifyEventReference& EventReference) { diff --git a/Source/ALSV4_CPP/Public/Components/ALSDebugComponent.h b/Source/ALSV4_CPP/Public/Components/ALSDebugComponent.h index 745530a5..4e355fa3 100644 --- a/Source/ALSV4_CPP/Public/Components/ALSDebugComponent.h +++ b/Source/ALSV4_CPP/Public/Components/ALSDebugComponent.h @@ -6,6 +6,7 @@ #include "CoreMinimal.h" #include "Kismet/KismetSystemLibrary.h" +#include "CollisionShape.h" #include "Components/ActorComponent.h" #include "ALSDebugComponent.generated.h" diff --git a/Source/ALSV4_CPP/Public/Library/ALSAnimationStructLibrary.h b/Source/ALSV4_CPP/Public/Library/ALSAnimationStructLibrary.h index aa02d8fe..69ce6fe6 100644 --- a/Source/ALSV4_CPP/Public/Library/ALSAnimationStructLibrary.h +++ b/Source/ALSV4_CPP/Public/Library/ALSAnimationStructLibrary.h @@ -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; @@ -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; @@ -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; @@ -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; diff --git a/Source/ALSV4_CPP/Public/Library/ALSCharacterEnumLibrary.h b/Source/ALSV4_CPP/Public/Library/ALSCharacterEnumLibrary.h index 8e79ba2b..5b9e4055 100644 --- a/Source/ALSV4_CPP/Public/Library/ALSCharacterEnumLibrary.h +++ b/Source/ALSV4_CPP/Public/Library/ALSCharacterEnumLibrary.h @@ -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, @@ -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, @@ -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, @@ -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, @@ -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, @@ -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, @@ -103,14 +103,14 @@ 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, @@ -118,7 +118,7 @@ enum class EALSAnimFeatureExample : uint8 SprintImpulse }; -UENUM(BlueprintType) +UENUM(BlueprintType, meta = (ScriptName = "ALS_FootstepType")) enum class EALSFootstepType : uint8 { Step, @@ -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, @@ -145,7 +145,7 @@ enum class EALSHipsDirection : uint8 LB }; -UENUM(BlueprintType) +UENUM(BlueprintType, meta = (ScriptName = "ALS_MantleType")) enum class EALSMantleType : uint8 { HighMantle, @@ -153,7 +153,7 @@ enum class EALSMantleType : uint8 FallingCatch }; -UENUM(BlueprintType) +UENUM(BlueprintType, meta = (ScriptName = "ALS_MovementDirection")) enum class EALSMovementDirection : uint8 { Forward, @@ -162,7 +162,7 @@ enum class EALSMovementDirection : uint8 Backward }; -UENUM(BlueprintType) +UENUM(BlueprintType, meta = (ScriptName = "ALS_SpawnType")) enum class EALSSpawnType : uint8 { Location, diff --git a/Source/ALSV4_CPP/Public/Library/ALSCharacterStructLibrary.h b/Source/ALSV4_CPP/Public/Library/ALSCharacterStructLibrary.h index b0065586..6c1983e7 100644 --- a/Source/ALSV4_CPP/Public/Library/ALSCharacterStructLibrary.h +++ b/Source/ALSV4_CPP/Public/Library/ALSCharacterStructLibrary.h @@ -27,7 +27,7 @@ struct FALSComponentAndTransform GENERATED_BODY() UPROPERTY(EditAnywhere, Category = "Character Struct Library") - FTransform Transform; + FTransform Transform = FTransform::Identity; UPROPERTY(EditAnywhere, Category = "Character Struct Library") TObjectPtr