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MrMarStar

Brilliant! thanks about the falling system :)

Mattias Homde

Awesome, thanks! Would be great with a little log of what's changed, fixed, added in different components, if not too much trouble :)

Blacksailsdive

Great job, it looks good is there a secret to getting the sliding system to work?

JakubW

The Sliding system is not completely ready yet. Currently, it is start working when "Is walkable" from character movement return false. See video: https://youtu.be/XfHBR5zgYkU

GorillaPineapple

Fantastic additions - and it looks like you stopped the leg stretching on input spam too? Amazing! A little feedback - is there a way to exit climbing other than a top ledge mount? I can't jump off mid way, nor can I exit at the bottom (floor) of the climb state. And, I notice in the new version the body actually penetrates the floor if you climb down. https://ibb.co/tPMDjDP

Nick B

GorillaPineapple, have you tried pressing ctrl/crouch when climbing. it will drop. I'd like to be able to jump off midway too. Jakub W, this is amazing work!

Mattias Homde

yeah you should probably be able to jump off by facing away from wall and push jump

MerriemWeebster

Great work, but I’d really love a change log so I can know what files to replace since I modify your code a lot

Nick B

I think that's what all of the PNGs in the Overview 1.2 Version.zip are.

Nick B

Just realized it is ctrl, but that's not crouch by default.

MerriemWeebster

Oh I didn’t notice that attachment, I was so focused on the drive link. Thanks for pointing that out!

JakubW

I plan to update the climbing system in the next versions of the project (Maybe it will be possible to introduce it in version 1.3)

JakubW

You should be able to exit the climbing system by clicking left ctrl. As for the collision errors, I'll try to do something about it.

GorillaPineapple

Sorry, my bad - I didn't realize ctrl worked. And honestly I realize now that collision issue is not important. If the handholds are clear of the floor its not an issue.

GorillaPineapple

Great work on the documentation too Jakub. You are really killing this thing.

PhotoFPS

Sorry guys where is the written documentation?

JakubW

Unfortunately, there is no written documentation at the moment.

TDzyne

This is awesome! It took me a while to add some weapons and change the character mesh, but It's a lot of fun! Nice work. Would you consider doing an overview video to show off the features? This thing is loaded. There are camera actors, lights, a car(that I can't figure out how to drive), music and all sorts of goodies. I have been breaking it down and figuring out the systems one at a time, but it would be helpful in learning how to make a new map if this stuff is explained verbally while you go through everything. Thank you very much!

Yngmab

Hey man awesome job. i just downloaded the project a few hours ago and was looking at how stuff is set up. something that i cant figure out is when picking up boxes. Why is it that when i press "E" while standing next to a box or barrel, the interaction input action doesnt seem to get called but the action is still performed (picks up barrel/box) and then when im holding the barrel/box and press "E" Interaction Input Action gets called like normal.... Basically, Where is picking up box/barrel getting first called?

Blacksailsdive

Fellow patrons!!! Please tell me somebody has figured out how to aimdown sights in this project?! Cant use the usual ways because the weapons have no BluePrints!

Neyt

Salut , Je suis Français , Débutant dans UE4 , je trouve le projet juste énorme Jakub W à fait un super job ! ça va m'aider à comprendre beaucoup de chose sur L'ALS .

JakubW

If I understood everything correctly then your question is what is the location of the barrel/Box lifting system. Generally, the information about starting the interaction is initially derived from the "Player Input" graphs and then goes to the "Tick Event" See screenshots: https://snipboard.io/WmMJ9F.jpg https://snipboard.io/eV0ZgG.jpg

Yngmab

Yup. It is just that the cables connecting the nodes does not "light up" when interacting with the barrel (picking it up from the ground) they only light up when letting the barrel go. I guess it is just a visual bug on my end

Scott Austin

Hmmm. Still not possible to climb down. Pressing ctrl will drop the character (to its ragdoll death) but that's not what you want if you're trying to climb downwards. (EDIT: Actually I noticed that in some cases if you VERY carefully walk backward to an edge it will go into climbing mode. Detection needs to be pumped a lot. It would be best if you can run around, climb up and down over ledges, jump from ledge to ledge without having to worry about constantly falling so easily.) Also, how to replace the character? I mean I know the basic way, but when changing the Default Pawn Class in World Settings to the new character, nothing happens. It continues with the default ALS character. Is it set somewhere else as well?

Jack Waspe

https://youtu.be/Aw2VQjqaIsQ Integration is coming along nicely, the big issue now is that when the character equips a sword, the mantling stops working and there are some physics glitches. I've tried setting the sword's mesh to no collision, as well as setting the sword's collision settings for For_Climbing to ignore. Nothing seems to work. Any insight on the mantle check I'm possibly missing here? Error at end of video as well, no idea how to interpret it (not an ALS issue, I know).

JakubW

Unfortunately, I won't be able to help you with this problem. I have no information on how to attach the sword to the player's skeleton. In my case, when I included any object that had no collision, the physics errors no would appear. You can try to enable debugging mode in BP_DynamicLeadgeClimbing component by changing variable values. This way you can check if ledge detection is working properly. You can also enable 'Show Collision' to make sure there is no other unwanted object generating a collision nearby.

Brandmarks Group

Hi nice work! Any upcoming fix for climbing down error, the player does not get off once climbed up.

Marvin Washington

hey guys anyone getting these yellow error warnings? I'm not sure why but sometimes my frame rage is like 20fps and I normaly get like over 60fps. Here are the errors i get.

Marvin Washington

LogScript: Warning: Script Msg: Divide by zero detected: 5030.795898 / 0 Script call stack: Function /Game/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/DLC_Climbing_Movement.DLC_Climbing_Movement_C:BlueprintUpdateAnimation Function /Game/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/DLC_Climbing_Movement.DLC_Climbing_Movement_C:ExecuteUbergraph_DLC_Climbing_Movement Function /Game/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/DLC_Climbing_Movement.DLC_Climbing_Movement_C:Update Variables For Moving Next Ledge Function /Game/AdvancedLocomotionV4/Blueprints/Climbing_System/Component/BP_DynamicLedgeComponent.BP_DynamicLedgeComponent_C:GetMovingLedgeTransitionAlpha LogSkinnedMeshComp: Warning: GetSocketByName(HandIK): No SkeletalMesh for Component(SkeletalMesh_0) Actor(ALS_AnimMan_CharacterBP8) LogSkinnedMeshComp: Warning: GetSocketByName(HandIK): No SkeletalMesh for Component(SkeletalMesh_0) Actor(ALS_AnimMan_CharacterBP8) LogSkinnedMeshComp: Warning: GetSocketByName(HandIK): No SkeletalMesh for Component(SkeletalMesh_0) Actor(ALS_AnimMan_CharacterBP8) LogSkinnedMeshComp: Warning: GetSocketByName(HandIK): No SkeletalMesh for Component(SkeletalMesh_0) Actor(ALS_AnimMan_CharacterBP27) LogSkinnedMeshComp: Warning: GetSocketByName(HandIK): No SkeletalMesh for Component(SkeletalMesh_0) Actor(ALS_AnimMan_CharacterBP27) LogSkinnedMeshComp: Warning: GetSocketByName(HandIK): No SkeletalMesh for Component(SkeletalMesh_0) Actor(ALS_AnimMan_CharacterBP27) LogSkinnedMeshComp: Warning: GetSocketByName(HandIK): No SkeletalMesh for Component(SkeletalMesh_0) Actor(ALS_AnimMan_CharacterBP30) LogSkinnedMeshComp: Warning: GetSocketByName(HandIK): No SkeletalMesh for Component(SkeletalMesh_0) Actor(ALS_AnimMan_CharacterBP30)

JakubW

Find climbing components and break links from BeginPlay , Tick events , and delete linked anim graphs from base animation blueprint. A more accurate way to remove the climbing system is to remove the climbing components from the ALS_BaseCharacterBP blueprint , but you will also need to delete all references to these components.

Belphegor

New & Enjoying the project so far, but have a twoish questions if you got the time. One being how can you make it to where you hang from cube ledges like Zone holds(not auto pulling up onto ledge), and can drop/fall after getting on a zone hold. Other being how to either add or edit interactable items, I attempted edit the box got it to spawn to what I wanted, but goes to old box after pickup. I newb lol, but even just a direction to go would help.

JakubW

If you still have a problem with climbing Holds actors: You must remember that every time you change or add a new actor, it is necessary to rebuild the connections between them. This can be done in the details panel by clicking the "Update Near Holds" button. You can also display arrows showing all connections by editing the Climbing_Hold class https://snipboard.io/uiqAr8.jpg

Dread Vector Studios (edited)

Comment edits

2026-09-06 06:00 Hey Jakub, I just subbed today to begin evaluating this project for an upcoming title - I had to remove the ExportPNG plugin from Stormtide from the launcher to get it to open in 4.26. Is that necessary for functionality in the editor/packaging?
2021-01-13 21:40

Sipion

Amazin stuff you managed to develop, Thanks a lot ! Quick dumb question, how you assigned Patrol Paths to a ALS_AnimMan_CharacterBP ?

JakubW

The PNG export plugin is only additional and should not affect the project. But you can be download for free from the Marketplace and installed. Sometimes it comes in handy.

Corry Rogerson

Thanks Jakob, I removed it from the .uproject and everything loaded successfully - I am already seeing where it will come in handy for generating character icons and and static Backgrounds.

K R

can you make this downloadable again? I would like 4.24 ver, thanks

dalikdik

how to download this? I saw AI for this and i want to see the sample project, the link is dead