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ALS_Replicated UE 5.1 | 5.2 | 5.3 Blueprint Only

This is a community-based effort to fully and effectively replicate Advanced Locomotion System v4 which is permanently free on the Epic Marketplace.

Discussion regarding the replication effort of ALS should take place on the official discord for Advanced Locomotion System here: https://discord.gg/wYYMHFu

This repository will operate on a series of pull requests. You are free to download modify and pull request your modifications in. If it meets with the criteria of effectively replicating the project, it will be reviewed and merged in.


The primary objective of this ALS version is to modify the structure for greater flexibility, and to incorporate new features from Unreal Engine 5 for enhanced performance.

Features & To-Do list:

  • Decoupled ALS_AnimBP logic blueprint from the animation blueprint
  • Separated Overlay States into multiple sub-animation blueprints
  • Stripping example logic from the master blueprint
  • Moving animation logic to thread-safe operations
  • Fixing minor bugs existing in ALS

Sponsor me

Bug Reporting Template:

**Detailed description of issue**
Write a detailed explanation of the issue here.

**Steps To Reproduce:**
1: Detailed Steps to reproduce the issue 
2: Clear steps
3: Etc

**Expected Results:**
A description of what should happen.

**Actual Results:**
A description of what actually happens.

Setting Up Your Project

  • Clone the repository or download the latest release.

  • Move ALS_Replicated folder into your project's Plugins folder

  • Add the lines below into your DefaultEngine.ini, below [/Script/Engine.CollisionProfile] tag (Create the tag if it doesn't exist):

    +Profiles=(Name="ALS_Character",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="Climbable",Response=ECR_Ignore)),HelpMessage="Custom collision settings for the capsule in the ALS_BaseCharacter.")
    +DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False,Name="Climbable")
    

    Setting Up Your Project UE4 ONLY

  • Add the lines below into your project's DefaultInput.ini, below [/Script/Engine.InputSettings] tag:

    +ActionMappings=(ActionName="JumpAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar)
    +ActionMappings=(ActionName="JumpAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Bottom)
    +ActionMappings=(ActionName="StanceAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftAlt)
    +ActionMappings=(ActionName="SprintAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftShift)
    +ActionMappings=(ActionName="StanceAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Right)
    +ActionMappings=(ActionName="SprintAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_LeftThumbstick)
    +ActionMappings=(ActionName="WalkAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftControl)
    +ActionMappings=(ActionName="WalkAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_RightShoulder)
    +ActionMappings=(ActionName="AimAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=RightMouseButton)
    +ActionMappings=(ActionName="AimAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_LeftTrigger)
    +ActionMappings=(ActionName="SelectRotationMode_1",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=One)
    +ActionMappings=(ActionName="SelectRotationMode_2",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Two)
    +ActionMappings=(ActionName="SelectRotationMode_1",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_DPad_Left)
    +ActionMappings=(ActionName="SelectRotationMode_2",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_DPad_Right)
    +ActionMappings=(ActionName="CameraAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=C)
    +ActionMappings=(ActionName="CameraAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_RightThumbstick)
    +ActionMappings=(ActionName="RagdollAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=X)
    +ActionMappings=(ActionName="RagdollAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_Special_Left)
    +ActionMappings=(ActionName="CycleOverlayUp",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MouseScrollUp)
    +ActionMappings=(ActionName="CycleOverlayDown",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MouseScrollDown)
    +ActionMappings=(ActionName="CycleOverlayUp",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_DPad_Up)
    +ActionMappings=(ActionName="CycleOverlayDown",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_DPad_Down)
    +ActionMappings=(ActionName="OpenOverlayMenu",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Q)
    +ActionMappings=(ActionName="OpenOverlayMenu",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_LeftShoulder)
    +ActionMappings=(ActionName="UseAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=E)
    +AxisMappings=(AxisName="MoveForward/Backwards",Scale=1.000000,Key=W)
    +AxisMappings=(AxisName="MoveRight/Left",Scale=1.000000,Key=D)
    +AxisMappings=(AxisName="LookUp/Down",Scale=-1.000000,Key=MouseY)
    +AxisMappings=(AxisName="LookLeft/Right",Scale=1.000000,Key=MouseX)
    +AxisMappings=(AxisName="MoveForward/Backwards",Scale=-1.000000,Key=S)
    +AxisMappings=(AxisName="MoveRight/Left",Scale=-1.000000,Key=A)
    +AxisMappings=(AxisName="MoveForward/Backwards",Scale=1.000000,Key=Gamepad_LeftY)
    +AxisMappings=(AxisName="MoveRight/Left",Scale=1.000000,Key=Gamepad_LeftX)
    +AxisMappings=(AxisName="LookUp/Down",Scale=1.000000,Key=Gamepad_RightY)
    +AxisMappings=(AxisName="LookLeft/Right",Scale=1.000000,Key=Gamepad_RightX)