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Zombies Characters and AI (work with Advanced Locomotion System) Included:

- Attack

- Following patrol path

- Optymalization (LODs states)

- Movement (Jumping , Mantle , Vault , Fall Damage)

- Cinematic (Sequencer Kills)

- Sense of sight and hearing

- Dynamic Animations settings

New Pushing Object system (Currently working only on flat ground!)

Rebuilt Picking Ammo system (Additional with widgets)

Added informations widgets generated near a lying rifle

Rebuilt system of exploding barrels (now they can spread and no damage is dealt while the object is behind cover)

New entering and exiting the car (Working With IK and uneven terrain)

Deleted 'Fixing VB bones ' system. Now only animations can control ik and virtual bones.

Keybinds:

1) Climbing Ledge

Start - Jump + input key (W,S,A,D)

Moving - A/D

Jump - Shift + direction (W,A,S,D) + Space

End Climbing - L Ctrl

2) Vehicle

Entering the Car - E

Change Gear - 1...6

Movement - W,A,S,D

Light enable/disable - F + MouseWheel Up/Down

Turn Signal - L/R mouse button

Change Camera - C

Exit Car - TP = key E | FP = Look at door and key E

3) Cover System

Start Cover - Auto (Look at wall)

Aiming Left/Up - Direction key (A,D) + Mouse Button

Aiming Stand - Mouse Button

End Cover - Hold key S or press Space Bar

Important information!

In this version, not all animations will be included in the project. Animations like Stealth Finishers come from the UE4 marketplace - https://www.unrealengine.com/marketpl.... In order for it to look like on a video, you need this package, which must later be uploaded to the project (I will present this process in a separate material). Without these animations, the project will run normally.

Additionally, you need the 'Power IK' plugin, which is currently free on the marketplace - https://www.unrealengine.com/marketpl.... It needs to be installed on the 4.26 engine.

How to reimport animations form Stealth Finishers Pack to project:

https://www.youtube.com/watch?v=U9SF3dKJ8Yk

Files

Comments

Dan Krusi

Awesome, thanks.

Useless Mug (edited)

Comment edits

2026-09-06 06:00 Does hiding in grass really works or it's just for the visual?
2021-07-12 19:17

DragonLake2021

Hello! Thanks for such work. We have a project on UE 4.25.4 and wanna use this system with it. How can we migrate your system from 4.26. to 4.25.4 version?

GAMEBR0VIP

hello i am getting error Blueprint Runtime Error: "Accessed None trying to read property MainAnimInstance". Blueprint: ALS_Base_ZOMBIE_CharacterBP Function: Calculate Grounded Rotation Rate Graph: CalculateGroundedRotationRate Node: Return Node

GAMEBR0VIP

ah , FIX: the animations were not assigned tot eh zombies at default laod up for some reason

JakubW

Unfortunately it is rather impossible.

JakubW

Yes, you need to set the animation class not in the skeletal mesh settings, but as a variable in 'BaseSettings'.

DragonLake2021

Hi! I've updated my project to 4.26 and now feel myself prepared for use this system :) Is there some instruction how to add this system to project, or some general guide how to move such a system into work project? And can we shoot bow?

GAMEBR0VIP

hello i have integrated advanced jigsaw to als regular but your version has for some reason casue a block in the Inventory reception for clicking basically it just moves the screen when i click do you know whay maybe casueing it that i could swap off while inventory is open ?

GAMEBR0VIP

lol update: set healthbar collapsed on open and visible on closed . :0

UnknownSniper78

Why are the advanced locomotion systems so laggy ? Not at all but a little bit. When i try to use the system with a big asset pack like procedural landscape ecosystem and build some stuff on it it runs not really smooth. It feels a little bit laggy. I use the UltimateShooterKit in other projects and there are not any lags or long loading times. It reacts very quickly and runs smoothly. I really want to use your system because it is just fantastic, but the performance doesn't seem to be fully developed yet. Why does the system feel so slow when you start using other assets in it that shouldn't be a problem?

GAMEBR0VIP

i noticed the same and in turn had to lower some lod distances .

GAMEBR0VIP

hi lol so this problem persists for a few days now .i just fixed it then crashed and lost the progress so if anyone may be able to offer input id appreciate it greatly , the problem is i cant exit the vehicle when i enter .im stuck in the car .

UnknownSniper78

yea i think i need to do the same. i wonder why. I dont get it why the system runs so slow and laggy. not at all but in some cases ! its a wonderfull and good system but the performance is not the best yet. let us hope that we see some updates that fixes the slowness. thx for ur answer (:

UnknownSniper78

the problem that i have is the endless spinning.. in some cases when i climb up a wall or hang on edges the character beginn to spinn like a beast ^^ its like a fuckin beyblade :D looks so funny

GAMEBR0VIP

thats collision climbable needs to be to i think its ignore but dont quote me it needs to be to the left check box that im sure of .in all of the Pickup collisions, For Climbable .

JakubW

Currently, I do not have any user manual. If you've worked on a regular ALS project before and haven't changed anything in the code, you can try to copy the files using Windows Explorer. First you have to copy all project settings and install the required plugins. If you have any additional resources, put them in directories other than AdvancedLocomotionV4. Then copy the files. Don't forget to back up early. PS. You can't shoot a bow at the moment, I just created only the animation logic.

Brett

Just discovered Jakub's work! Perfect for what I am creating (I have spent hours building game mechanics only to find that this does everything I need and SO much better than mine!) Has anyone managed to get this to work on UE5 EA yet? I have tried but have thus far been unsuccessful.

Brett

One more question, How do I go about setting a different static mesh so that the player can hide from the zombies? I would like to use a different type of grass, but my player is not hidden. I have tried to replicate the setting from the working mesh but must be missing something.

GAMEBR0VIP

it works but the vehicles mess up indefinately ive tried everything.

Brett

Thanks, I will just stick with 4.26 for now. UE5 is pretty great though!

JakubW

You can just apply a different Foliage Type. For everything to work properly, the grass must have a collision. You can use the Add Simpified Collision function. Additionally, you need to configure the collision channels. Copy them from the plants that I prepared (Do this in the static grid and in the Foliage Type panel)

JakubW

Currently UE5 will have problems. It does not support Power IK and PhysicVehicles plugins. For it to work, you would have to remove the plugin from the project and all assets that are referenced with the vehicle's system.

GAMEBR0VIP

hey update to this .if you reparent to something with ADS inabled make sure you set the Collisions up correctly !should work like acharm!.

Brett

Superstar! Thanks Jakub

Shtein1911

нажми для движения лежа ctrl + space

FurryB Productions

Are the prone movement animations included in the pack for the ue4 skeleton?

GAMEBR0VIP

yo jakub i really think you should implement your own version of the jigsaw inventory ,but better .if not for your taste then just to please a few other hah if you would id pay you extra for it .

UnknownSniper78

Me too. I will see this in this pack. Jigsaw Inventory would be awesome.

GAMEBR0VIP

or even somthing like SGK ive got the regular SGKv2 working with this ALS interaction but its just not his design which i feel would be a lot better .

James Nicholas

That's cool GameBroVIP - is there a guide you followed to do so? SGKv2 just has a lot of things that are useful like inventory etc, but you are right its not Jakubs design so might not be compatible in future

Ruslan

Do you have some instructions to understand how to incorporate your implementations in existing ALSv4, how to merge it? For example original author of ALS makes new version for example for UE5 with new features and bugfixes and I would like to merge your implementations with their.

Ruslan

Do you use PowerIK only for vehicles or for other things too? For example Climbing System use PowerIK or not?

Gorka_vy

I just needed to have the backpack on apparently

Gorka_vy

Is there any easy way to remove some of the functions from the mode, or to implement only certain functions, like the climbing or the reload, into a preexisting Als project?

JakubW

Unfortunately, this animations package has never been free.