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Informations about animations:

Not all animations are included in the project. 

Animations such as Stealth Finishers or Melee Attack come from the UE Marketplace. You don't need to own these animation packs to open the project in the editor. The main consequence of missing animations will simply be poorly looking sequences like attack or some interactions.

Here’s a list of animation packs not included in the project (not all sequences from the packs are used in the project):

"Stealth Finishers - knife and hand" by RamsterZ

"Brutal Finishers - Hand and Knife" by RamsterZ

"Ultimate Traversal Anims" by RamsterZ

A full list of animation sequences used in the project is attached.

If you have the necessary additional components, the implementation into AGLS is very simple. You just need to export the required animation sequences to .FBX files. Then, assign the appropriate file names and reimport them into AGLS. This process was demonstrated by the user 'Clydiie' in this video:

Without these animations, the project will run normally.

This release of the AGLS project (v1.4) centers mainly on the new zombie system. Because the earlier ZombiesAI implementation was outdated, version 1.4 includes a brand-new structure built from scratch, this applies to both the Character class and the ControllerAI class. The new system offers far more detail and supports the latest animation techniques, such as motion matching.

Major changes in version 1.4:

1) Completely new Zombies System:

As already noted, this is the most significant change in this version of the project. The zombie-related classes are now largely written in C++, that makes a better performance. At present, the zombies feature numerous immersion-enhancing mechanics for example: an advanced animation system based on motion matching, physics animations, limbs dismemberment, geometry deformation using Deformer Graph, real-time vertex painting, and a simple particle system.

In this version of the project, the new navigation system also plays a crucial role. Navigation no longer relies on a single RecastNavMesh per level, but 2 additional instances of this actor are created. This makes the NavMesh used by ZombiesAI slightly different from, for example, the one for HumansAI. As a result, the Zombie AI Controller can provide the character so it can perform traversal moves such as mantling, vaulting, or hurdling.

I’d also like to stress that the new zombie system isn’t meant for creating massive hordes. Even though I’ve built in many optimizations—custom LODs, reduced tick intervals, asynchronous asset loading, and swapping dead zombies for lightweight actors—the system still carries a lot of detail. Currently, I think that the stability of operation is guaranteed by not exceeding 10 instances at the same time. In order to improve performance, it may be necessary to use more complex plugins, for example Animation Budget Allocator

2) Minor changes introduced in version 1.4:

Fixed Velocity Rotation Mode:

Added smoke niagara particles for grenade (also block sight perception for AI*):

Fixed a bug with grenades that involved the ability to pick up a grenade that was thrown by the player. This option is now unavailable

Fixed issue with grenade being equipment while another Overlay State item is being pulled out (sometimes the item would stay in the hand)

Added a configuration parameter to the climbing component that allows you to increase the range of jumping between ledges

Renamed class 'Item_To_Pick' as 'BP_PickablePropItem'

Renamed class 'Item_To_Pick_Binoculars' as 'BP_PickablePropBinoculars'

Moved Blueprint Classes from Game/Blueprint to AdvancedLocomotionV4/Blueprints/Actors

Renamed some assets in folder Game/... like sounds wave, curves or textures. Mainly it was about adding appropriate prefixes

Deleted unused assets like old textures, sound and blueprint classes (including deprecated Zombie System)

Changed Project settings in Navigation Tab

Added descriptions for Blueprint Classes. Mainly for interfaces. The description is displayed when you hover over the asset in the content browser

Fixed Animations Montage for picking ammo

Fixed warning - 'Failed to find BoneIndex for transform curve attach'

News in 1.4.2:

New Bullet Impacts Holes Decals with Parallax Onclussion:

More Blood Effects for Zombies System (Experimental). Added new blood effects including the Niagara system and Decals. As damage is dealt for zombies, a Niagara emitter is spawned, and when particle is detected collision then system trying to spawn Decal:

Fixed 'Drop To Ledge Holding' action (Climbing System) when the player was in Crouching state. Additionally, there was an interpolation bug when the 'Traversal Actions' animation was performed earlier

Fixed Ragdoll for HumansAI. Previously, there were jitters during simulation. These changes were made in C++ code

Fixed Bump Reactions for Zombies System. Previously, Zombie instances could not push each other

Stealth Finisher Action no longer requires a valid path to the enemy (NavPath) to activate sequence

Made changes to Retargeting to UE5 Skeleton (ALS_Manny_CharacterBP). This mainly concerns applying appropriate transformations depending on the rifle model being held, in order to correct the hands position

Fixed opening Crosshair settings menu while first initiation.

Solved warning: GetSocketInfoByName(BulletStart): No SkeletalMesh for Component(HeldObjectSkeletal)...

DOWNLOAD PROJECT FILES (NEW v1.4.2, UE5.5, No Replication)

Download Project Files (v1.4.1, UE5.5, No Replication)

Download required content to open AGLS v1.4 in UE5.6:

Plugins content for Unreal Engine 5.6

Some important Discord threads:

Aiming looking wreid for Rifle overlay

IWALS Documentation (created by Minty and Anarky)

Can it be used for commercial purposes?Yes, but there are certain limitations. Most importantly, distributing project files (in the same way I provide them) is strictly prohibited. For commercial purposes, distribution should only be in the form of a packaged project (preferably in shipping configuration). This means that publication should be done in a format that does not allow easy extraction of AGLS project content. In short, the permitted format would be a compiled program, such as a .exe file for Windows.

It is worth reading the full license of use. You can find it at the link (PDF) or in the attachments under the post.

I hope the project will be able to meet your expectations. At the moment, it may contain errors or bugs, but over time, most of them should be fixed. On a scene (DefaultLevel) without any AI controllers, my computer was able to generate around 85 to 95 FPS on high graphics settings. PC specification: AMD Ryzen 7 3800X, 32 GB RAM, NVIDIA GeForce RTX 3060.

I would also like to mention a small request. Namely, it is about private messages sent on Patreon. I would ask that this method of communication be limited, due to its large constraints. If your question is about the project, please send it on the Discord server, or in the comments under the Patreon post. In other cases, I would suggest an email or possibly via a Patreon mailbox. Please note that due to the large number of messages, I am unable to reply to all of them. Most often I answer questions asked on the Discord server, followed by emails, comments under the Patreon post, and Patreon private messages. Thank you for your understanding.

Files

Comments

RedWalled

Thx a lot - Awsome again

Emre Alaca

Will it come to 5.4?

LHR DeadOnionzZ

Love the project I enjoy it a lot. But I have noticed something that the playable character works poorly with open world levels. Is it possible to optimize the millions of ticks that are set off every second during runtime?

Ghosted290

This is amazing! Great work!

JakubW

Unfortunately no. AGLS v1.4 project only supports UE5.5

JakubW

Hi. I’ve tried to optimize much of the code related to the player character. Unfortunately, with such a large amount of code and gameplay mechanics, maintaining high FPS is challenging. Better performance could definitely be achieved using C++, but that would require rewriting nearly all assets in that language. I try to minimize the use of TickEvent wherever possible. Actors that can interact with the player usually have most performance-impacting settings disabled—for example, TickEvent or GenerateOverlapEvent. Even so, for controlling character movement, running the climbing system, and managing other components, a per-frame tick is essential. Unfortunately, I don’t have better optimization solutions at this point—perhaps due to my limited knowledge in this area. I’m also unsure whether Epic Games is actively working on optimizing the engine in upcoming updates, especially regarding BlueprintClasses or AnimInstances.

LHR DeadOnionzZ

Totally understand brother. I appreciate the response. I was afraid to bother. The project is still something that I would like to believe what everyone wants and is amazing!

Camden Davis

This has been an absolutely amazing project to come across. I had question. I noticed in the zombie example level that when using the car the zombies are like a complete brick wall and can push the car like its a piece of paper. Is there going to be an update for that ?

Michael Wentworth-Bell

Thanks Jakub!! This was a great update. Love the new Zombies! And glad to see the Velocity Direction bug fixed.

Brian Lovejoy

Any tutorial or guidance on how to implement the excellent rope/cable mechanic in a regular 3rd person character?

The Rishz

Such an amazing project... been creating a INDIE GAME and its gonne be really great asset for our game and you'll get a proper attribution and credits and i would love to connect with uh on discord for some small talks if uh up @therishz

Brian Lovejoy

And possibly also the wall climb ability that uses the climbing picks?

Shane Boucher

Amazing addition to this project!! Keep up the great work!

Jason Wathen

Hello love the project and plan to continue to use it.

SDS Games

I'm loving this version. Hopefully in the future it will be setup to hit zombies with the truck. Either way I'm having fun!

Shaune Greenidge

Hi Ive just purchased your product. The UE5 project file will not open because of the following error..."missing AGLS Modules - HelpfulFunctions IWALS_AbilitySystem ClimbingNavigation GraphDebugger JakubCableComponent. Can you let me know what i need to do to open the project. Thanks

SDoc

I'm having the same issue, I am on Mac..

JD Pradyut

I am new to Unreal Engine, after seeing your God Level Work, I understand i have a long way to go. Thanks for the inspiration.

Emre Alaca

I updated my project to 1.4.0. But 1.4.2 came today. Do I need to add all the files to my project again to update? Isn't there a way to see only the changed files?

JakubW

In version 1.4.2 many files have modified. If you haven't made any changes in the 'game' folder, I recommend copying the whole thing. In the case of other assets, unfortunately I don't keep a direct list of files that I have changed. However, I think it usefull to the search by modification date (link to the results is in the attachments)

JakubW

Which operating system are you using? If it's something other than Windows, opening the project won't be possible. This is because the project contains C++ code, and the binary files are built specifically for Windows. In other cases, the engine might attempt to compile the code (provided a compiler is available) but the process will still fail. I'm unable to verify the errors myself, as that would require having access to a Mac, for example, or setting up virtual machines. If you are indeed using a different system, then I must apologize, but opening a project would be an advanced process. Perhaps I need to better mark this significant limitation.

JakubW

If you using other system that Windows, opening the project won't be possible. This is because the project contains C++ code, and the binary files are built specifically for Windows. In other cases, the engine might attempt to compile the code (provided a compiler is available) but the process will still fail. I'm unable to verify the errors myself, as that would require having access to a Mac, for example, or setting up virtual machines. If you are indeed using a different system, then I must apologize, but opening a project would be an advanced process. Perhaps I need to better mark this significant limitation.

Will Blackburn

thank you for fixing the rotation mode.

Brine

I love this project I am creating a zombie survival game where the player is the zombie. With years of collecting assets. With this I got everything I need now. Thx so much for this.

Nicholas O'Connell

How do I add this project to my project. Do I just add the Zip to my project and implement from there or just make my levels and everything in this projects files?

JakubW

The files are provided as a ready-to-use Unreal Engine project. This means you just need to extract the contents, launch the engine, point to the project location, and open it. I should note that the main project folder shouldn’t be placed within too many subfolders. This is because the path to resources during packaging has a character length limit. If you want to import the content into your existing project, there are two possible approaches: - Import AGLS assets into your project. In this case, you should copy the assets from 'Content' and 'Plugins' folders. Then, compare your project settings and make the necessary adjustments (e.g., under the Collision, Physics, Input, or Navigation tabs). However, there might be an issue with C++. Your project might not recognize the plugins from the Plugins folder (make sure they are enabled). Therefore, it’s highly recommended to create a backup of your project before making any changes. - The second method is the reverse: importing your assets into the AGLS project. This is simpler if your current project isn’t too complex or large.

Daniel Gomes

Good evening friend, I'm writing here, I live in Brazil, I can't configure the character to be attacked, Whenever a child of the Main character is created, the enemy sees the Player and he doesn't attack, what to do I need your help.

Tobiii Zetsu

Hello Jakub, are you working on any replication for AGLS ? i'm looking a this on my own so if needed we can exchange some dm's , have a good day !

tygra78

Hi Jakub, thanks for another groundbreaking update, just checking when you planning to update plugins to 5.6?

JRay Engine

With 5.6 here, looking forward to that, because 5.6 has the open world and built in metahuman tools I need. Mix this with that and *Chef's kiss*

JakubW

Today I downloaded UE5.6. I’ll try to compile the C++ code for this engine version within the next 4–5 days, so that project it can be opened. However, this will only involve rebuilding the plugins, which means you should keep in mind that some issues may still occur in version 5.6. For full compatibility with UE5.6, I’ll need more information on whether it contains any bugs — as freshly released engine versions often do.

JRay Engine

Thanks a mil. Great work.

INTIAMAUTA

hi , i cant pick up items whit E only work bakcpack , im using UE 5.6 whit new plugins

JRay Engine

Just saw the update to compile for 5.6. I've not had a single bug. Thanks a million. Any way to update from hereon without restarting a new project? That would always be welcome.

JakubW

Information on this is included in the post regarding support for UE5.6

Facundo Mendivil

Anybody knows how to fix the sensitivity of the right gamepad stick?

JRay Engine

Hey Jakub. I am using Voxel Plugin Pro 2 and it requires the character be a child to the Voxel Character. I "did" run across a fix for this so people can use this in a voxel world. It takes making a child class of GAS_Char parent in Cpp, then using that child as a parent of the ALS_MainCharParentBP so the user can have all the GAS/ALS goodness in a Voxel world, but wondering if you were gonna impliment your own version of this - as the Voxel Pro 2 plugin is a real game changer.

Jason Wathen

Hello sir I was wanting to add some effects or change up the camera being used, how do i find the camera? And can effects be added to it?

JakubW

Hi. As for Voxel Pro 2, I don’t have much knowledge in that area, as I’ve never used the plugin. For this reason, I'm currently unable to implement anything related to this system

doğan han

Jakup Can you give me a Project Documantasion ?

HyperION

when i exit car and try get in car again my car going to fly and going outside the world how can i fix this?

CypherPunk Studios

Such an awesome project base, this has everything and is easily editable and just a masterfully done piece of work! Thanks!

Jordan Oliveira Leite

Some reason character cam is on first person any idea how i can fix this?

JakubW

This shouldn't happen. AGLS doesn't fully support the camera in first-person mode. However, if it does, make sure you don't have any incorrect bindings set, for example, in Unreal Engine. The basic key responsible for changing the camera mode is 'C'. It's important, however, to hold it down for about 0.5 seconds to change.

Artem Gansior

Hey Jakub! Great project. I'm trying to understand the structure and the best way to switch to my custom characters. For some reason, metahuman bones change their position whe proportions are different ( shoulders getting wider and higher etc). The same problem with SK manny skeleton with different proportions. Would be glad any help on this.

Hasansabbah

Where is the demo about cables? Example: BP and Level. When will the Prone system be released?

Yağız Kışlaklı

Hey Jakub. I'm having a problem with interaction button "E" in engine version 5.6. Pressing E does nothing, just the indicator responds to the action. Could you please help me out? Thanks

JakubW

Hi. Integrating the bone structure used by Metahuman without carefully designing it within AGLS is quite difficult. The main issue is that I'm still working with the UE4 skeleton structure, whereas Metahuman uses the UE5 bones structure — for example, Manny. However, implementing your character might be easier by using a Blueprint class with built-in real-time retargeting to the UE5 skeleton (the class is called ALS_Manny_CharacterBP). By creating a child class from ALS_Manny, you can implement your Skeletal Mesh as a MasterPose. However, this will lead to double retargeting. A better option might be to import Metahuman Mesh into an existing skeleton, or create the same retarget files as for SK_Manny.

JakubW

Unfortunately, I don't have a any Demo projects demonstrating the capabilities of the modified version of CableComponent. As for the v1.5 update, which includes crawling, the files should be available today or possibly tomorrow :)

JakubW

Hi. Regarding this problem, I presented a solution in this post. The problem stems from the fact that in UE5.6, the 'NOT' node must be disconnected from the input event.

Hasansabbah

Okay, can you send me just the examples in the video? I bought this package for that video. Please, I would be very happy.