UE 5.5/5.6 - AdventureGameLocomotionSystem V1.5.0 | (Project Files) [No Replication, only Windows]
🕑 Added 2025-08-07 00:46:33 +0000 UTCInformations 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):
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.
Main features in 1.5 version:
(1) Crawling Locomotion - In version 1.5, I managed to add Crawling Locomotion, which had been removed when switching to Motion Matching. Currently, the crawling animation system is based on this technology. By default, to enter this movement mode, you need to hold down 'L ALT'. Unfortunately, this implementation does not support crawling backwards. As a result, the capsule will rotate in the direction of Velocity.

I would also like to mention some modifications you can make to adjust the movement to your own preferences. In the class ALS_BaseCharacterBP, you can set a coefficient that affects the character’s turning responsiveness (as shown in the screenshot). Increasing this value will improve turning agility, which may enhance gameplay at the cost of Motion Matching animation quality.

The second factor affecting movement is speed, which can be modified through the MovementModelTable for the 'Crawl' row.
For Crawling, I also decided to implement FullBodyIK designed using Control Rig. This allows the position of the feet and hands to adapt to the surface. However, this algorithm is not suited for all types of terrain, and in some cases, issues with position calculation may occur. For better control, it would be necessary to take into account the average slope of the surface and include more specific cases for more complex ground collisions.
I’d also like to mention a few issues that may be encountered during Crawling Locomotion. First and foremost, there is a chance of the mesh intersecting with collision. This is due to the fact that Unreal Engine does not support horizontal capsules, so the collision shape remains spherical. The second issue is related to stepping off edges — currently, there is no mechanism in place to prevent this behavior. Finally, there may be imperfections when using certain overlays. Unfortunately, adapting the entire logic specifically for the crawling position is complex and would require creating many animations and accounting for extream cases.
Nevertheless, I believe the overall result should be more than acceptable :)
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(2) Wheeled Overlays Menu - The overlay selection menu has been redesigned. This menu now has a more consistent look with the final game, but this UI class also includes additional mechanics for switching between weapon models.

(3) Rebuilt overlays system - AGLS 1.5 features a significantly reworked Overlays system along with new animations. This mainly applies to rifles, bows, and pistols. For example, in the context of the Rifle Overlay, the poses logic has been changed — previously, the poses for the Run/Sprint gaits were the same regardless of the rifle model, which led to incorrect hand positions. Additionally, light crouching/bend down has been improved when the player is near enemies.
Another element related to the Rifles Overlay is the implementation of new reload animations, which include many detailed features — including animations of the rifle’s own Skeletal Mesh.
The next big change related to overlays is adding transitions between changing overlays (Unequip/Equip animations). At this time, however, this applies to overlays such as Default, Pistol 1H, Pistol 2H, Rifle, and Bow. Transitions to other states do not have implemented Equip animations.
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(4) Shotgun weapon - A new weapon type 'Mossberg-590' has been implemented. This mechanic was not developed as a completely new overlay but instead replaces other rifle models the player may have. The weapon fires using a predefined spread pattern with slight random deviations.

Alongside the shooting functionality, a new GameplayAbility class has been implemented to handle the reload sequence. By default, this action is triggered by pressing 'R'. However, unlike rifle reloading, this sequence can be interrupted — meaning that shells can be loaded individually rather than waiting for the magazine to be fully reloaded. To interrupt the reloading process, the player can press the 'L Mouse Button'.

I should note that currently, no AI class can properly use the Shotgun. Therefore, this weapon model should not be set for HumanAI instances.
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(5) Switching pistol models when player have Backpack - Changes have also been made to Pistols. Most notably, the animations for picking up new instances of the BP_I_Pistol_Actor class have been improved, and players can now carry multiple pistol models at the same time.
How does this mechanic work? First, you need to define how many pistol instances a player can have. This parameter is called 'MaxPistolsSlots' and can be found in the Details panel of the ALS_AnimMan_CharacterBP instance on scene.
Next, the player must have a backpack. This can also be set before the game starts. Simply place a BP_Backpack instance in the scene and assign it to the player as a variable - BackpackActor.

Once both conditions are met, when the player picks up a new pistol model during gameplay, it will be placed in the backpack if a free slot is available. Only after all slots are filled will pistol models begin to be replaced.
Once you have at least two pistol instances, you can perform a sequence to switch the currently active model. To do this, open the Overlays Menu by pressing 'Q', go to the 'Pistol 1H' state, and then use 'TAB' to select the desired instance.
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Patch Notes (Minor Changes):
Several functions in ALS_AnimBP were converted to ThreadSafe and placed in the Blueprint Thread Safe Update.
The animation logic for certain gameplay mechanics — such as Swimming, Rope Swinging, and Ladder Climbing — has been separated. From this version onward, the animation systems are stored in dedicated AnimInstance classes, which are loaded and linked asynchronously with ALS_AnimBP. This approach may cause FPS drops and bugs during class loading initialization, but in the packaged version, the delays are practically unnoticeable.
Improved Foot Transition animations, which are triggered during overlay transitions and when Foot Lock held the leg position too far from its nominal location.
Slight improvements to the Looting System: better animation blending while holding props, less movement blocking, and faster looting sequences.
🧪 Optimized several custom C++ Anim Graph Nodes, including Modify Layering Curves.
🧟 Added the AGLS_Zombie_AnimCPP class — a C++ rewrite of AGLS_Zombie_AnimBP. This may improve performance when many zombie instances are present on screen. (Still work in progress. ⚠️)
Fixed equipment hiding during Mantle Action triggered by the TraversalComponent.
Reworked the skeletal mesh for BP_Backpack.
Improved GetUp animation blending when exiting Ragdoll.
Improved Turn In Place animations for Stance == Standing (leg position was previously incorrect).
Fixed a bug in Aiming In Place: in Crouch state, one animation had an incorrect AnimSlot, and Clamp Angle was added.
Improved Looking additive animations when Overlay != Default — interpolation was missing when passing a rotation value over 180 degrees.
Disabled jumping while certain BlueprintAbility instances are active.
🧟 Improved zombie fall-to-ground animations when losing a lower limb.
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DOWLOAD PROJECT FILES (v1.5.0, UE5.5, No Replication)
DOWNLOAD PROJECT FILES (v1.5.0, UE5.6, No Replication)
▶️ AGLS Tutorials Playlist ◀️
I’d also like to mention the matter of introducing small changes in the current version. I may notice bugs that should be fixed - such issues can also be reported. In such cases, I might re-upload the project files. If that happens, I’ll make sure to mention the change.
Some important Discord threads:
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.
Comments
BetaEmperor
Same! Delaying my project because of it..
zLeX
Hi, Im waiting 1.6 version for agls. You said it would be released on October 27-28, but I can't see it. Where can I download it? Can you help me?
Gabriel Joubert
Good afternoon, everyone. How are you? I'm new here, and I'm also new to Unreal Engine 5. I have a few questions. Could someone help me?
Leonardo B.V
I owe you immense gratitude, Jakub. I just released my first game and am already starting the second. Unfortunately, my prototype is very broken, which I was going to build on to make this new game. It has basically the same systems as yours, starting from ALS, such as Motion Matching, climbing system, and other aspects. However, the main factor was the combat system and the physics system inspired by Rockstar's Euphoria games. Unfortunately, this project is stuck on UE 5.1 and has packaging issues and performance issues with NPCs. It's difficult, but I will migrate from yours to continue this game, adding systems like Euphoria physics and the combat system. I owe you my thanks.
Jakub W
Indeed. Both the Editor and the packaged version crash when exiting the vehicle. That's why I don't like changing the engine version, because that's where random errors like this come in 😤. This case is no exception. It seems a solution might be to change the position of the 'Detach From Actor' node. It could be placed in a different stage of the exiting sequence, as in the attached screenshots. I don't know if this will introduce new bugs (not regarding engine crash). The vehicle is an add-on, and I probably won't focus much on improving that aspect. Why would that help? I don't know. 🤔 https://snipboard.io/NRVk97.jpg https://snipboard.io/rVOUSg.jpg
CBona
Hi again Jakub, I came across another crash when exiting the car. Could you check if you’re able to reproduce it on your end? I haven’t started debugging yet, so if you have a quick workaround in mind, it could save us a lot of time. (V1.5 - UE5.6 with patch 01) Thanks!
Jakub W
I've never used Niagara Fluids, but I decided to test it as you suggested. By default, particles begin to fade when Character entering Bounds space. However, this is caused by the Niagara System itself, and the problem lies in the collision simulation. AGLS has Skeletal Mesh collision enabled, which interferes with the Niagara simulation. This can be disabled in the system settings: https://snipboard.io/DCGmfN.jpg It's worth remembering that this is just a sample solution. You may need to create a more complex configuration where collision can ignore certain objects.
Gerald Jacobson
In my experience Saving system are one of the less reusable systems, because some seems to works well, but when you use it, for exemple in world partition, they don't work because they do not take into account object streaming specifities. Other attach the saving to the object itself, here also, it is not proof to all use cases. But we be happy if someone know a robust and evolutive one
Muhacopu
And do you know any saving system tuto compatible with this project because I tried 2 différents saving system and it wasnt compatible it took like 3 days for nothing pls can you give a yt video that is good
Gerald Jacobson
Hi, I found something by importing my systems into this project in order to use it instead of the raw GASP. I found something that I don't understand. Hope you will be able to help me. To reproduce, add the Niagara fluid plugin and create a systeme based on any grid3d template and place it on the default level for exemple. For exemple the dynamic fire and smoke. As soon as the pawn enter the red box (Niagara volume) the effect is stopped/obstructed) exit the volume and immediately the effect Is again effective. It did not do this in my previous project based on GASP (used in my project for a camp fire item) Thanks for any help
Jakub W
The UE5.6 version has been available for a few days now, but if you downloaded it a few days ago, Patch 01 was released today, which fixes one key issue. This was related to engine crashes for some OverlayStates combined with, for example, Climbing Ledge. I think it's worth testing the newer version.
Drake Eldridge
Thanks Jakub for the 5.6 :D Ur amazing!! Cant wait to dive in this weekend!
Jakub W
The UE5.6 version is now available :)
Jakub W
This is likely due to an incorrect configuration of the new scene. To fix this, check out these tutorials: https://www.youtube.com/playlist?list=PLHUNjJ7f6qruXOocsDbvWey9UNle_mEKe
Jakub W
The UE5.6 version is now available for download
Jakub W
It's hard to say at this point. I'm currently considering creating a new HumanAI system from scratch (the current one dates back to UE4.26). In that case, I'd probably try to improve the melee or knife system.
Jakub W
Hi. It would be difficult to anticipate all possible combinations in order to eliminate potential bugs. This is mainly due to the complexity of the project, where thorough testing would require significantly more time. Nevertheless, I always try to pay close attention to any potential issues that may arise. As for the problem you mentioned — I wasn’t able to reproduce it. None of the mechanics, such as Ledge Climbing or Wall Climbing, conflicted with the Rifle Overlay State. This may be due to my misunderstanding of the bug.
useless
runs smoothly great job yet there is a few issue, like crashing every time you jump to climb on a wall while having the rifle in hands
Gerald Jacobson
Oh, I see I did not mention the principal point ;) I try to convert to Unreal Engine 5.6
Gerald Jacobson
Hello, Don't know if someone else has the issue. I just downloaded the project, and try to convert it like told in the documentation (I followed the steps-> convert -> no -> no and replace the plugins folder with the downloaded one. I have no error on opening the project, but when I click "execute" UE tell me that 4 blueprint are in error. And seeing the errors, it seems that the C++ part have not been loaded or recoginzed (it cannot find C++ Jakub functions, etc..)
Tiến Nguyễn Thắng
I can not agree more on this. This project switch to UE5 skeleton or UEFN is game changer.
Michael Wentworth-Bell
Hi Jakub. This 1.5 update is so impressive - as always. I a have question, for planning purposes. Do you intend to fully support UE 5.6? my understanding is that there are various issues with AGLS and 5.6, such as the rifle grips, etc. Will you fix these issues and support 5.6? Hope all is well.
CBona
Hey Jakub, I assume you’re having some issues with UE5 retargeting. I have a feeling you’re going to surprise us — maybe you’ve decided to get rid of the old UE4 skeleton and update the character to UEFN or the UE5 skeleton, and that’s why it’s taking so much time for 5.6, right? :) Actually, if we can make requests as Patreons, this might be my requested feature.
useless
waiting for ue5.6 ver
Abc Xyz
this might sound wrong but i am not able to launch this file never doneee this help is much needed
Muhacopu
Bro do any one know how to set up the cam when I create a new lvl because the cam isn’t following the character
Atreyu
Hey Jakub I have a question, how do you change the text font on the screen ui, like the finish ui and the ammo, also how do you edit or remove the health bar?
Tiến Nguyễn Thắng
How soon will version 5.6 come out?
Selim Arı
Hey jakub enemy ai does not attack us with knives or fists. Are you planning to work on this?
Jakub W
Unfortunately, I'm not familiar with 'Replication', but even so, I think it's difficult. The project is very complex and additionally based on C++. So taking on this task will require extensive knowledge of Unreal Engine.
Jakub W
I'm working on it
feer films
need that 5.6
Dev
I know its not currently replicated, but if you had to guess, how difficult would this be to replicate?
Carlos Ramirez
Thanks Jakub very good deliver! I have one question and I would appreciate if you could answer it. I need to apply mirror node to the als character to have a lefty hero (My nephew) . Can I do that? and What is the best place to add the mirror node?. Thanks again.
Saadaan Waqar
Thanks Jacub
Fultrox
Nice one, thanks Jakub!
Jakub W
It's hard to say. It will depend on whether I find any bugs/errors that need fixing. If such a version appears, I'll try to let you know.
Stockbridge Works
Thanks for this Jakub. Looking forwards to a stable 5.6 version.
Emre Alaca
Version 1.4.2 was released 10 days after agls 1.4.0. Will something similar be in this version? I'll update accordingly.
Starting To Fall
This is so cool!!!! Would love tips on adding/adjusting icons for the weapons, as I don't use guns in my game, but lots of melee choices. Thank you so much!