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dyanikoglu authored Feb 27, 2022
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Expand Up @@ -18,27 +18,19 @@ Replicated and optimized community version of [Advanced Locomotion System V4](ht
- Fully implemented in C++
- Full replication support with low bandwidth usage (Ragdoll replication is in experimental state)
- Plugin structure
- Animation Blueprint is optimized with new property binding feature
- Inputs are handled with Enhanced Input System
- Highly optimized for production
- Mantling and debugging features are implemented as a separate plug-in/plug-out type actor component to reduce total overhead on base character class
- Improved footstep behavior with Niagara particle & decal support.
- Mantling and debugging features are implemented as a separate actor components to reduce total overhead on base character class
- Improved footstep behavior with Niagara particle & decal support
- Lots of bug fixes additional to marketplace version

## Known Issues & Discussion
- See [Issues](https://github.com/dyanikoglu/ALS-Community/issues) section for list of known issues
- See [Discussions](https://github.com/dyanikoglu/ALS-Community/discussions) section to discuss anything about the plugin, and ask questions. Please do not open an issue for questions.

## Setting Up The Plugin
- **C++ project is a requirement. BP projects are currently not supported.**
- Clone the repository inside your project's `Plugins` folder, or download the latest release and extract it into your project's `Plugins` folder.
- Put `Config/DefaultInput.ini` from the plugin folder inside your project's config folder. If your project already have this .ini file, merge it into yours.
- Regenerate visual studio project files and build your project.
- Launch the project, and enable plugin content viewer as seen below. This will show contents of the plugin in your content browser:
![image](https://github.com/dyanikoglu/ALS-Community/raw/main/Resources/Readme_Content_1.png)

## Functions To Override In Blueprints
- There are a few functions you will need to override in blueprints. You will also need to update these functions for every new overlay state you add. These are commented in the C++ code, but are listed here for quick reference as well.
- In your player character blueprint: **GetGetUpAnimation** & **GetRollAnimation**
- In the MantleComponent: **GetMantleAsset**
## Documentation
Instructions for setting up the plugin can be found on [Wiki](https://github.com/dyanikoglu/ALS-Community/wiki/Setting-Up-The-Plugin) section.

## License & Contribution
**Source code** of the plugin is licensed under MIT license, and other developers are encouraged to fork the repository, open issues & pull requests to help the development.

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