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UE 5.5/5.6 - AdventureGameLocomotionSystem V1.5.0 | (Project Files) [No Replication, only Windows]

🕑 Added 2025-08-07 00:46:33 +0000 UTC
UE 5.5/5.6 - AdventureGameLocomotionSystem V1.5.0 | (Project Files) [No Replication, only Windows]
UE 5.5/5.6 - AdventureGameLocomotionSystem V1.5.0 | (Project Files) [No Replication, only Windows]

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!


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