Skip to content

Commit

Permalink
Merge pull request #470 from dyanikoglu/dev
Browse files Browse the repository at this point in the history
Release v4.25.0
  • Loading branch information
dyanikoglu committed Nov 10, 2023
2 parents dbcec59 + 0c2912b commit bf4b049
Show file tree
Hide file tree
Showing 35 changed files with 86 additions and 66 deletions.
1 change: 0 additions & 1 deletion .github/FUNDING.yml

This file was deleted.

4 changes: 2 additions & 2 deletions ALSV4_CPP.uplugin
Original file line number Diff line number Diff line change
@@ -1,15 +1,15 @@
{
"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,
Expand Down
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file modified Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Run_01.uasset
Binary file not shown.
Binary file modified Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Run_02.uasset
Binary file not shown.
Binary file modified Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Run_03.uasset
Binary file not shown.
Binary file modified Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Run_04.uasset
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file modified Content/AdvancedLocomotionV4/Blueprints/UI/ALS_HUD.uasset
Binary file not shown.
Binary file not shown.
9 changes: 6 additions & 3 deletions README.md
Original file line number Diff line number Diff line change
@@ -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

<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
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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"

Expand Down
1 change: 1 addition & 0 deletions Source/ALSV4_CPP/Private/Character/ALSCharacter.cpp
Original file line number Diff line number Diff line change
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"
Expand Down
Original file line number Diff line number Diff line change
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"

Expand Down
Original file line number Diff line number Diff line change
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)
{
Expand Down
Original file line number Diff line number Diff line change
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"
Expand Down
Original file line number Diff line number Diff line change
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,
Expand Down
Original file line number Diff line number Diff line change
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)
{
Expand Down
1 change: 1 addition & 0 deletions Source/ALSV4_CPP/Public/Components/ALSDebugComponent.h
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,7 @@
#include "CoreMinimal.h"

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

Expand Down
48 changes: 24 additions & 24 deletions Source/ALSV4_CPP/Public/Library/ALSAnimationStructLibrary.h
Original file line number Diff line number Diff line change
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;
Expand Down
28 changes: 14 additions & 14 deletions Source/ALSV4_CPP/Public/Library/ALSCharacterEnumLibrary.h
Original file line number Diff line number Diff line change
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,
Expand Down
Loading

0 comments on commit bf4b049

Please sign in to comment.