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------> Informations about animations:

In the project, not all animations will be included in the project. Animations like Stealth Finishers come from the UE4 marketplace - OpenMarketplace 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.

How to reimport animations form Marketplace Pack to project:

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

Edit: From this version, please do not edit the animation curves, now you only need to replace the damaged animations with the original ones.

Edit (Ver 2.2): I used other animations from anim pack from marketplace - Ultimate Traversal Anims by RamsterZ. I broke this animations but if you want to import orginal , buy this pack , export  choosed animations to fbx and reimport to the project.

Edit (Ver 2.5):  The Melee Combat system uses a new pack from the Marketplace. Animations are not included in the project, but the system can still be used, although bugs may appear. If you have this Animation Pack - Marketplace Link, do the same with it as with other bundles. Do not change any animation sequence settings, but reimport individual files. Attention! In the project, the names of the animations start with 'BF_H2H' or 'BF_Knife', so you need to replace the file names after exporting FBX.

------> INFO About Plugins:

As of version 2.9 of the project, the PowerIK plugin is no longer used. This means that it has been removed from the project. However, currently I have not introduced a system that would replace the functionality of the plugin.

Since version 2.9, two plugins of my authorship have been installed in the project. One of them is completely new and its functionality concerns animation blueprints. Currently none of the plugins have been tested for Unreal Engine 5.2. Plugins can be updated for older versions of the project. This means that if a newer version of one of them appears, you can replace the plugin files. If you are using UE5.1 engine version or higher, there may be a problem with rebuilding plugins. In this case, I recommend using plugin files dedicated to a specific version of the engine.

More information about version 5.1 can be found in Discord: https://discord.com/channels/884154912123011152/885143346937466881/1042889059988676608

Download plugin content for Unreal Engine 5.1 (Current version - 1.9)

Download 

------> News is version 2.9:

Sliding system on non walkable ground

New cover system (Not completed - Player can't aiming durning cover)

Ability to aim while climbing (Dynamic Climbing System)

The 'MM_MatchedMontageComponent' component has been practically completely rewritten to C++ code

Added "EnemyForPlayer" tag for HumanAI and ZombieAI

Fixed recoil for sniper rifle

New collision object named "IgnoreForTrace" has been added to project settings

Fixed Redirectors and deleted redundant materials

Fixed FPS drop when player takes a lot of shots in AI 

Grenade holding slot changed

Added a new class of grenades, and some whole system changes

Fixed the capsule radius bug when using the cover system - Power IK has been removed from the project

Removed redundant variables in ALS_AnimBP

Removed and added some curves from the ALS skeleton

Download Project For Windows x64 (No replication) 

Version 2.9 is not yet fully ready. I think that soon there may be smaller updates fixing some bugs and adding small changes

Files

Comments

Federico Gatteschi

tried the project on 5.1 and looks very interesting so far.. very useful for fast prototypes.. any ETA on 5.2 plugins? they fail to rebuild with 5.1 versions :) anyway very nice work

JakubW

The problem is that some C++ functions for the 5.1 and 5.2 engines are significantly different. This causes the compiler find a error, which prevents the project can't be open. This requires manual changes in code. I don't know why Epic Games changes functions so often. It makes work more difficult. But still, I will try to prepare plugins for engine 5.2 version, but first I have to install it :)

Nikkoid

Easy to compile and fix them

Traveling Bard Art

I'm trying to open the latest version of the project and am having trouble with the plugins, Unreal says I need to rebuild them. The issue it seems, is that they maybe written for Windows and I'm on Macos. Is there possibly a Mac version of the plugins available?

Leon Alves

same proble here... downloaded the Download plugin content for Unreal Engine 5.1 but where do I put them?

Traveling Bard Art

I was able to install them in the right directory, but I’m not able to build them for MacOS since they seem to only be Windows. Is it possible to get a Mac version as well?

RedWalled

In the Projekt Folder from IWALS - There is already a Folder Called Plugins - overwrite

Leon Alves

Yeah, I cant crawl. Tried different buttons for an hour. Key list would be great.

Deji Martins

I think some folks need to learn the engine more before venturing into an advanced project like this.

RAG Studio (edited)

Comment edits

2026-09-06 06:00 Any ETA on 5.2 plugins?
2023-07-03 10:02

Parabolic Labs (edited)

Comment edits

2026-09-06 06:00 Hi, Jakub, I compiled 2.9 for 5.2. Really the conversion is all straight forward. I created a fresh, blank, C++ project for 5.2. I compiled this blank project. I copied over your content, config, plugins. I edited the fresh uproject file to add the required plugins. I regenerated C++ files. I opened the solution and tried compiling. A few headers need '#pragma once'. A few FMath::Log2 calls need to be float casted. Finally FJWAN_LayerBlendingLogic::SlotUpdate, needs to use FSlotInertializationRequest You can find the new FSlotInertilizationRequest implementation in "UE4/Runtime/AnimGraphRuntime/Private/AnimNodes/AnimNode_Slot.cpp" If you want any help don't hesitate to ask, I've been using Unreal Engine since the closed beta!
2023-07-04 17:40

Ibrahim Ali

hi how can i use the project it's my first time on patreon

JakubW

Sorry, i don't understand the question. if you want to open the project, extract it from the archive and when starting the editor, find the 'browse' option and select the appropriate uproject file.

JakubW

The problem is that Epic Game often changes the definition of functions depending on the version of the engine. For example, some functions take different parameters depending on the program version. Therefore, the engine cannot automatically rebuild plugins becouse are required manual changes . Sometimes, however, I omit some issues, e.g. I forgot to add #pragma once, but the compiler for UE5.0 does not return an error and UE5.1 does.

JakubW

I don't think so. I don't have any of the systems you mentioned.

Isuru Mendis

Hi, Jakub, First of all, thank you for this file. I ran into some problems that I couldn't figure out on my own. I was able to easily add an action input for crawling using a FlipFlop, but I couldn't find anything related to the 'Scanning The Env And Marking Enemies' function. Also, when adding the ALS character to a new project, I get error messages from 'PBPI Get Pawn Component'. Lastly, I purchased the stealth finishers pack and followed your tutorial, but there wasn't a 'Mask Overlay Pose' in the animations, and it still plays the default animation. I would appreciate it if you could advise me on what I'm doing wrong.

Toni Välimäki

Hi. Anyone had problems with controller? I see the settings are correct by default in the Input settings, but no movement when I use the controller. Help would be much appreciated. And thanks Jacub for your amazing work. And I'm using UE 5.1...

Kanzari Haithem

Hi Guys, I'm using UE5.2 and I'm trying to spawn Enemies (HumanAI ) using Advanced AI Spawn System, the enemies spawns correctly but they doesn't detect the player as an enemy , any one can help? thank you.

Toni Välimäki

i know a manual would be really time consuming to make, but maybe ChatGPT code interpreter could do it automatically? Anyone have paid subscription to ChatGPT?

Tim Sibson

Epic still hasn't fixed the broken retarting system in UE5.2 and it still doesn't retarget any of the IK bones correctly. There are a few work arounds posted in the Unreal forums but they're all very time consuming so most people have been retargeting in UE4 and migrating. My question is do you have any of the animations that were added since updating the project to UE5 in UE4 format such as swimming and sliding?

JakubW

I do not have a controller, so I have not prepared scripts for this device. It is possible that the problem is related to the movemement input function in ALS_BaseCharacterBP.

JakubW

All animations are prepared for UE4 default skeleton.

Tim Sibson

But you can't migrate an asset from UE5 to UE4 and I have to retarget all of the animations to my custom skeleton in UE4 then migrate back to UE5 as explained above. Currently the IK retargeter system in UE5 is broken. There is numerous threads on it in Unreal forums.

Jakub Musil

Hello, I have a problem where if I try to migrate project's assets and blueprints. Everything breaks in new project. Am I doing something wrong or is it just complexity of projects?

RAG Studio

Can you be able to make it support mac silicon.

Cannabis

any eta on 3.0 release?

sam momo

hello . i m a Mac user :( d ont work for me :((

Ibrahim Ali

Hi everyone know the input key for grenade?

Aaron

cant compile.. Interaction_With_ALS could not be compiled. Try rebuilding from source manually.

Ryan Amos

Thank you for sharing your converted plugins. Saved me the headache of needing to do it myself. <3

Nikkoid

Please update to 5.2 next release... I am not able to even run the 2.9 because your plugins are not compatible. Also I installed UE 5.1 and your plugins ask to be recompiled as well, so what are the specs with this version?

Calle Pohl

Is there any way to update this to 5.2 ?

青い木

I wish this update was for version 5.2 can you make the next version 3.0 for version 5.2

JakubW

The project is openable for UE5.2. To do this, you will need to download the plugin files for the 5.2 engine, and replace them. The files can be found on the Discord server - https://discord.

JakubW

The project is openable for UE5.2. To do this, you will need to download the plugin files for the 5.2 engine, and replace them. The files can be found on the Discord server - https://discord.

JakubW

The project is openable for UE5.2. To do this, you will need to download the plugin files for the 5.2 engine, and replace them. The files can be found on the Discord server - https://discord.

DeeJay

Hello I have a question. You said no replication, I've already added a combat system to alsv4 with collectables, a finisher system, style system etc. I was just told about you from a friend. Is it ok to add my systems with yours or not? This will be used for my personal and commercial products. If not can we please talk about this I really would like to use the interaction system you made here.

Miloš Baskić

Hey Jakub. What do you mean by "No Replication". Does this mean the animations do not work in multiplayer?

ezClipit

Can you please provide a valid discord link???

Eric-Rangi Hillman

Just send a message on here and discord, looking forward to getting it all setup! great work

گو طي

Hi there,there is no text channel in Discord

Muyi Wang

cannot find crawling logic anywhere? i saw some crawling related assets but the function isn't implemented like shown in the video

Zapper

How can NPCs be set to not attack players except zombies

Nicolas Hidalgo

Hi, first at all thanks for the amazing work.

Nicolas Hidalgo

I downloaded the project but it doesn't run, it says "Interaction_With_ALS could not be compiled. Try rebuilding from source manually" and the editor closed. Do you know what it can be? The project is running on a Mac.

Sean Tereso

I am unable to package project with this version

Wanderson gonçalves

Can you help me?, it's giving me an error when packaging the file UATHelper: Packaging (Windows): BUILD SUCCESSFUL UATHelper: Packaging (Windows): Setting up ProjectParams for C:\Users\Lord Trevor\Desktop\IWALS (Version 3.1) UE5.2\Interaction_With_ALS.uproject UATHelper: Packaging (Windows): Interaction_With_ALS.uproject requires a temporary target.cs to be generated (ApexDestruction plugin is enabled) UATHelper: Packaging (Windows): ********** BUILD COMMAND STARTED ********** UATHelper: Packaging (Windows): Running: F:\Epic Games\UE_5.2\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe "F:\Epic Games\UE_5.2\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" Interaction_With_ALS Win64 Shipping -Project="C:\Users\Lord Trevor\Desktop\IWALS (Version 3.1) UE5.2\Interaction_With_ALS.uproject" -Manifest="C:\Users\Lord Trevor\Desktop\IWALS (Version 3.1) UE5.2\Intermediate\Build\Manifest.xml" -NoHotReload -xgeexport "C:\Users\Lord Trevor\Desktop\IWALS (Version 3.1) UE5.2\Interaction_With_ALS.uproject" -NoUBTMakefiles -remoteini="C:\Users\Lord Trevor\D esktop\IWALS (Version 3.1) UE5.2" -skipdeploy -log="C:\Users\Lord Trevor\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Epic+Games+UE_5.2\UBT-Interaction_With_ALS-Win64-Shipping.txt" UATHelper: Packaging (Windows): Log file: C:\Users\Lord Trevor\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Epic+Games+UE_5.2\UBT-Interaction_With_ALS-Win64-Shipping.txt UATHelper: Packaging (Windows): Expecting to find a type to be declared in a module rules named 'HelpfulFunctions' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool. UATHelper: Packaging (Windows): Took 4,4310928999999994s to run dotnet.exe, ExitCode=6 UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\Lord Trevor\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Epic+Games+UE_5.2\UBT-Interaction_With_ALS-Win64-Shipping.txt) UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 8s UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6) UATHelper: Packaging (Windows): BUILD FAILED

TorQue MoD

Any time you do a build, you want to filter for the word Error using the bar at the top of the output window. Then you'll see the actual errors and you can google the first part of the error to see how to fix it. It usually takes me a good 3 - 5 tries before I get a clean build out of a project :)