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4.11

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@Sixze Sixze released this 08 Apr 14:58
· 166 commits to main since this release

Notable Changes

  • Updated plugin to Unreal Engine 5.1.
  • Added a skeleton asset action that can help set up all the necessary skeleton stuff: animation curves, slots, virtual bones, etc. It can be accessed by right-clicking on the skeleton asset -> Scripted Asset Actions -> Setup Als Skeleton.
  • Added the Als prefix to asset names to make it easier to distinguish them from game assets or assets from other plugins.
  • Simplified stance animation instances by removing some unnecessary state machines and layers that were used to organize the animation graph.
  • Fixed root motion not working properly on simulated proxies.
  • Fixed an issue with mantling on sloped surfaces (@ameaninglessname contribution).
  • Fixed mantling, ragdolling and ground prediction not working properly if the character is overlapped by something.

Skeleton

  • Updated existing blending profiles to include virtual bones.

Animation Blueprint

  • Configured the bLoop setting in animation sequences and blend spaces.
  • Set bAdditiveNode to true in Blend Multi nodes that blend additive animations.
  • Replaced the use of animation node functions with Call Function animation nodes.
  • Replaced some uses of the Blendspace Player node with Blendspace Evaluator.
  • Optimized UAlsAnimationInstance::RefreshLayering() and UAlsAnimationInstance::RefreshPose().
  • Improved performance by moving some thread safe blueprint functions to C++.
  • Fixed character getting stuck in ragdolling mode on clients due to UAlsAnimationInstance::FinalizeRagdolling() not being called in some cases.

Bone Manipulation

  • Refactored CR_Als.
  • Added Transient to UPROPERTY of non-input variables in control rig units.
  • Improved performance by passing input to Control Rig through a single structure rather than through individual variables.

Character

  • Added movement base support to the character.
  • Added a setting to inherit the movement base rotation when in the velocity direction rotation mode.
  • Added a setting to rotate towards the desired velocity when in the velocity direction rotation mode.
  • Reworked teleportation detection logic.
  • Reduced mouse sensitivity as the default value is too high.
  • Use the Scale by Delta Time input modifier with input actions instead of manually scaling action values by delta time.
  • Renamed the Als.RotationMode.LookingDirection gameplay tag to Als.RotationMode.ViewDirection to better convey the essence of this rotation mode.
  • Renamed FAlsBasedMovementState to FAlsMovementBaseState and moved it into a separate file.
  • Renamed RawViewRotation to ReplicatedViewRotation.
  • Removed VisibleDefaultsOnly from UPROPERTY of the AlsCharacterMovement variable as this causes duplicate properties to be displayed in the details view.
  • Removed the rotation lock feature as it has not been used for a long time and therefore there is no guarantee of its correct functioning.
  • Optimized some redundant component rotation changes and FQuat to FRotator conversions.
  • Improved performance by enabling USkeletalMeshComponent::bUpdateJointsFromAnimation only when it is really necessary.
  • Improved performance by using absolute rotation of the mesh component only when it is really necessary.
  • Fixed an issue with network smoothing when crouching while the root motion montage is playing.
  • Fixed crashes caused by not fully configured movement settings.
  • Fixed a potential crash when accessing UEnhancedInputLocalPlayerSubsystem.

Locomotion Actions

  • Fixed incorrect rotation of the mesh component at the beginning of the mantle when using absolute rotation.

Footstep Effects

  • Fixed incorrect rotation of the footstep particle system on the right foot.

Camera

  • Added movement base support to the camera component.
  • Added teleportation support to the camera component.
  • Added ignore of time dilation when controlling the camera with a gamepad or keyboard.
  • Improved performance by performing camera calculations only after parallel animation evaluation is completed.
  • Fixed incorrect parameters of the UAlsCameraComponent::SetPostProcessWeight() function.

Other

  • Added BuildPlugin.bat.
  • Refactored MetaSound assets and updated their naming style.
  • Enabled the Actor Folder Objects feature on all levels.
  • Updated lighting settings on all levels.
  • Updated the naming style of some functions and variables.
  • Updated the ALS_ENSURE() macro to include the latest changes of the ensure() macro and to properly support concatenation of string literals with the __FUNCTION__ macro and other similar macros.
  • Use the inline specifier with some const and constexpr static variables.
  • Use the ReturnDisplayName metadata specifier to give function return values more meaningful names.
  • Use the ForceUnits metadata specifier in more places.
  • Replaced the use of FVector with FVector3f and FVector2D with FVector2f in the settings variables.
  • Replaced the use of EditDefaultsOnly with EditAnywhere.
  • Replaced the use of deprecated math macros with newer versions.
  • Replaced the use of FRotator::NormalizeAxis() with FRotator3d::NormalizeAxis().
  • Replaced the use of APlayerState::ExactPing with APlayerState::GetPingInMilliseconds().
  • Replaced the use of MARK_PROPERTY_DIRTY_FROM_NAME() with COMPARE_ASSIGN_AND_MARK_PROPERTY_DIRTY() where possible.
  • Removed redundant uses of ANSI_TO_TCHAR().
  • Removed no longer needed ReSharper inspection comments.
  • Optimized string manipulations.