UE 5.5 - AdventureGameLocomotionSystem V1.3 | (Project Files) [No Replication, only Windows]
🕑 Added 2025-02-26 02:06:00 +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.
Presenting the Third Version of the Adventure Game Locomotion System. In this update, I focused on enhancing Companion AI, improving several player character systems, optimizing performance, and fixing multiple bugs and issues.
Major changes in version 1.3:
- Improved Companion AI implementation including:
Added many new tools to enhance Companion AI navigation around the map and interaction with the environment. Among other things, the AI can now jump between normally inaccessible NavMesh fragments by adding appropriate NavLinks:


Implemented interactions that Companion AI can enter with the player. Currently, this is climbing a 3-meter wall, and picking up and walking under a heavy object.

Created a ‘Shooting Mode’ state. In this mode, CompAI tries to stay behind cover, while detecting enemies and trying to aim at them with available weapons.Added diagonal
- Added diagonal Rolls animations. From now on, Rolls animations are diagonal, which allows you to roll in the appropriate direction. Currently, this action still requires double-tapping ‘Crouch Action’

- Improved animations related to picking up another rifle, and arrows for the bow:
- Note Inspection Ability (Note for the 'AnimMan' mesh this may look less accurate due to this mesh having larger fingers which causes them to go through the note):

- A completely new solution for creating interactive objects added to the game. From now on, GameplayAbilities are called by a C++ component. This component also supports displaying an interaction widget (a circle with the letter 'E' near interactive objects). In the previous solution, each actor instance that was supposed to be interactive had code for generating a widget. This was based on checking if the player was nearby via the 'Generate Overlap Event'. The new solution is much more efficient because from this version of the project, the player component determines when to generate the widget and when to destroy it. For this purpose, interactive actors got their C++ class as 'InteractiveActor' or 'InteractiveStaticMeshActor'. This also allows for much faster creation of your own interactive elements of the environment. From now on, many Abilities are also loaded asynchronously, which reduces memory consumption. I think the new solution is well illustrated by the diagram below:

Implementing such a solution also significantly improved performance in the context of updating elements related to collisions. It allowed to reduce the number of ‘Overlap’ updates, which with a large number of actor instances can cause performance drops.

- List of bug fixes and improvements I've noticed:
Improved the point calculation algorithm for Traversal Parkour. It should now work much better on complex collisions, e.g. non-volumetric collisions
Slightly corrected motion matching in falling mode (I used different Pose Search Channel settings)
Fixed a bug with the Sliding system where not all character movement parameters were reset after sliding was finished
A bug in the packed shipping project was that 'Enable Root Motion Offset' was not activated. This caused Aiming State to work incorrectly during movement
Eliminated crash in packaged project (shipping configuration) related to spawning Companion AI
Improved 'headshot' damage causing. Now is including also neck bone. Previusly incorrect bone name was entered in human AI
Now you can start Melee Atack, when enemy is crouching
When releasing pushing object, the locking rotation not always disabled. Now this problem should't appears
Deleted interrupt Motion Matching databases when player is changed Gait State
Fixed an issue with getting into a vehicle while the player has a backpack. Previously this caused a collision issue
Added new condition for interrupt MM databases in humans AI anim instances. Now it should improved for AI entering to movement mode when velocity is greater that 0
Corrected the animation of picking up grenades
Removed division by zero warning in ALS_AnimBP
Removed warning about 'Accessed None trying to read property' related to GetMainInst() function implemented in GetFootPlacementSettings
Reduced Slate Calls (Widgets Updating)
DOWNLOAD PROJECT FILES LINK (UE5.5, No Replication)
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 without any AI controllers, my computer was able to generate around 80 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
Archibald
Hello Jakub! Is there any way to run a project on MacOS other than virtual machines?
Jakub W
If you using other system that Windows, opening the project won't be possible. This is because the project contains C++ code, and the binary files are built specifically for Windows. In other cases, the engine might attempt to compile the code (provided a compiler is available) but the process will still fail. I'm unable to verify the errors myself, as that would require having access to a Mac, for example, or setting up virtual machines.
Dan McG
Im running UE5 on my Macbook M1, can this run on that, i saw it says windows only but am confused how its windows only/if it is windows only is there a possibility to get a Mac port for UE5?
Tayyab
Is There a possible way to change the character to a custom one thats rigged to ue5 mannequin
Jakub W
You probably forgot to configure game mode on the new level . I think it's worth reading the documentation linked in this post.
Jakub W
In the 'BP_DynamicClimbingComponent_v2' component there is no direct parameter defining the maximum jump length. However, making these changes in the Blueprint is quite simple. Just change a few values in the appropriate functions: https://snipboard.io/NGO6BU.jpg In my case, I used a multiplier of 2.0, which will increase the jump range almost twice. A value below 1.0 will reduce the range.
Tylor Orsburne
can any one tell me how to fix the camrea after i open a new level it just stays on the groudn even after i set it to the player\
Garry
Would anyone here be able to explain how to adjust the distance you're able to climb? Currently trying to explore the BP_DynamicClimbingCompoent_V2 and unable to locate where that function is working exactly. Much appreciated in advance!
Jakub W
Widgets don’t have collision and they’re not 3D objects. They are rendered in Screen Space and are basically applied to the player's HUD. In AGLS, interaction widgets 'simulate' spatial position by transforming from WorldSpace to ScreenSpace. Another approach to rendering a widget in 3D space is a component in the Actor class called 'Widget' or 'Widget Interaction'.
Vbroth Lab.
And can someone please explain what type of collision has widget? It seems to be overlapping with actors capsule collision or sth else, so it is constantly rerendering. Any thoughts?
Jakub W
Hi. AI is not able to use Interactive Actors. Maybe I am not able to fully understand the whole problem. But some time ago I had prepared a tutorial on how to create your own 'InteractiveActor' class, which will cause the display of the interaction widget and give the possibility of executing the appropriate Gameplay Ability class https://www.youtube.com/watch?v=iKxJFe_Blw0
Jakub W
Hi. I know this problem is there. I think it is related to the RootOffset node settings and the capsule rotation. I will try to fix it in version 1.4. If it is easy to do correctly, I will show how can do it yourself, e.g. in 1.3 version
Vbroth Lab.
Seems you've done some changes to IWALS GAS in your current version AGLS 1.3. Can you please help me to figure out how to make interactive AI NPC? I've created a new tag Interaction.Human. Added it to AssetTags in IWALS Gameplay Ability and to ALS_Interactions_AbilitiesSet. Also i've added Interactive Actor Interface to NPC and in function Get_InteractionTag set "Interaction.Human". And I've added a collision sphere to my NPC with collision setting "Interactive_Object" set to overlap. But I can't and don't understand how to active that ability. Nothing happens. Can you please help?
Michael Wentworth-Bell
Hi Jakub! AGLS 1.3 has been a very impressive update. I've noticed a bug, however. In AGLS 1.3, "Velocity direction" rotation mode is broken. It's not an issue in the ALGS Jungle demo you released, and not an issue in AGLS 1.2. Will you fix this in 1.4? Or, can you provide a details on how to fix this in 1.3? Thanks for reading.
Prashant Gupta
Hi Jakub where i can add my meele combat logic for the new meele combat system having new animation
Lerato Mbonani
yo great work everything working fine and thank you besides the The Pdf do you gave recommendations for tutorials really want to under stand als and every thing under the hood
Daniel Bryant
Hey Jakub just a quick question regarding the change to interactables. Ive noticed that since the recent change to interactables that the keybind hint widget that shows up is showing off center to the right of the interactable. Any idea how i could get it to center back on the interactable object it belongs to? Or if nothing else could you point me to the blueprint(s) responsible for handling the widget spawning? thanks in advance, v1.3 is great man, fixed the few issues i had with the previous version, couldn't ask for a better starting project for a third person action adventure game. Keep up the hard work buddy, your greatly appreciated!
Jakub W
I'm currently working on implementing complex mechanics for Zombie Characters along with an AI controller. I think the release date for these new features is somewhere around the end of this month
Jakub W
Yes. Preventing the enemy from detecting the player is possible by using e.g. Foliage. However, this requires adding an appropriate collision to the model. An example can be found at the 'DemonstrationLevel' level. There is no foliage there by default, but in the foliage panel there is a configured model called "Plants_01_Brush_01" https://snipboard.io/Ve3FzZ.jpg. For this to work correctly, the collision must be high enough and additionally block the 'Lock_AI_Sight' channel (see screenshots: https://snipboard.io/BOKNCL.jpg).
Jakub W
The player's character can easily work with WP. I used this solution in my maps and had no problems with it. However, introducing WP may require a few changes in the files related to the ALS_Base_CharacterBP character. First of all, we are talking about the 'Is Spatially Loaded' option, which should be disabled. https://snipboard.io/QudT4k.jpg
Jakub W
It's very simple. Just change the endpoint position. The RelativeEndOffset variable is responsible for this. Additionally, the BP_ZiplineObject instance contains many other parameters that affect the operation of the system. https://snipboard.io/InSKBJ.jpg
Prashant Gupta
Hi Jakub how do i increase the length of the bp zipline object
Jason Wathen
Hello Jackob, I love this project and it has helped a lot. My question to you is (Why does it not work with world partition)? I have a map that is roughly 50sq miles and I am level streaming with it just fine. I would like to use World Partition.
sai badhri
Hey, I need help in this. Do we have 'hide in grass' feature? Like uncharted and plague tale?
Goldmanvision
Retarget the animations, make sure the bones have the same names, add additional bones to your new mesh if necessary to match the UE mesh.
Goldmanvision
You need to download or purchase DSX. It can take the input of the DualSense controller and converts it to XInput, which Windows can read. You can also download a plugin on Fab for DualSense compatibility.
Marcos Rodrigues
Hi friends, how can I lower the speed of the gamepad or keyboard camera? When I look around me the camera is very fast. Can someone help me with a print of how to configure a PS5 controller correctly? I'm new and I don't know Unreal 5.5.4 very well. Thank you.
犬次郎 Lionel
The problem I encountered when using AGLS. When climbing down using a ladder, I cannot get off the ladder to the ground. Have friends who use ALGS encountered this problem?
Alexandre SAAKACHVILI
I have the same issue, any solution ?
Declan
Do you have a release date for the next patreon post?
Declan
When does the next update come out… specifically with zombie motion matching.
Vbroth Lab.
Hi there Jacub and everyone! I've retargeted my character to AGLS, everything is fine except the sockets. I've got a female character that is shorter than AnimMan. So when my character is holding a rifle she is rising it almost above the head. What is the solution to this? Appreciate any thoughts.
Cash Black
How do I change the targeted character without the animations looking wonky?
malcom nya
Ah i see. Thanks for the clarification man!!
Jakub W
The Unreal Engine is not backward compatible. This means that the project can only be run in UE5.5 or higher
malcom nya
I'm unable to put it on 5.4, ive tried everything i can think of. Any advice?
Ricardo de Leon
Glad you asked, same thing happened for me, though I may have messed something up before updating. This helps.
Jason Wathen
Hello everyone, I have noticed a lot of the questions being asked was answered in this doc file. It helped me with most questions I had. Not all but most. https://docs.google.com/document/d/1Yk2aZAdQhPI1vHSxhm5DqwHU4N_jeALDCZS68kIWS5I/edit?tab=t.0#heading=h.cld5q9kzg214
Jakub W
Hi. Compared to LootSystem in version 1.2 to version 1.3, a few things have changed. First of all, the 'BP_LootPickableItem_Master' class now has a parent as 'InteractiveStaticMeshActor'. However, the main element that the new parent class is responsible for is displaying the widget. The whole thing still consists of the fact that when 'E' is clicked, is executed multi box trace, which checks for collisions with the blocked 'Interactive_Object' channel. Then, system is checking required conditions for entering the interaction, and finally, the appropriate Ability class is called by identifying it by Gameplay Tags. There is also a tutorial on Discord on how to add new 'Loot Items' classes. https://snipboard.io/ve9aRi.jpg (New Interaction Schema) https://snipboard.io/r64dTA.jpg https://snipboard.io/9UT2it.jpg
Daniel Bryant
Oh one other question! Sorry lol but whats the dealio with the advancednavpointslist, as well as the climbnav_navigationdata, are there things i need to run when building new levels in order to generate all this info. everything works good in the demo level, but im running into lots of issues when trying to build levels from scratch. I went so far as to just build a small level above the demo map but im having issues where pickups work down on the demomap level but if i drag any pickups up or drag new ones in from the content browser i can not for the life of me get the player character to pick them up.
Daniel Bryant
Jakub! Quick question. Where would i find the interaction system for the player characters? i noticed a couple different ones in the project. mainly im having issues with picking up the loot (medical, tools, etc.), guns, and bow. for whatever reason i have lost the functionality to pick them up and was wanting to take a look at whats causing my problem just struggling to find the original parent bp. thanks in advance
범진 강
Thanks, I shoud try this. But did you not had the problem of having your character's head and hand etc just getting out of, you know, where they were supposesd to be?
Daniel Bryant
just open the AGLS project select the highest level folder right click it and choose migrate. then point it to your projects content folder that your wanting to import it to. as far as integrating it into your project well that i cant really help with because it just depends what all you have in your project so far. may have to make some sacrifices or redo some work but this is one of the better starter projects ive come across, was definitely worth the hassle for me anyways
Daniel Bryant
so i just duplicated "ALS_Manny_CharacterBP" and then in the components window of that blueprint scroll down until you find a skeletal mesh named "VisualSkeletalMesh" and that would be where you choose your own skeletal mesh. since like 5.4 they added live retargeting i dont remember if it was enabled or if i had to go do that myself, if your added SKM doesnt match the animations of the manny mesh then you prolly will need to enable live retargeting in the details panel. lastly just go to the manny SKM and seach for visible in the details panel and set in to false. and that should get ya your player character at least going.
Daniel Bryant
it does require a bit of blueprint knowledge but i was able to swap in my own characters for the player and the humanai, working on getting the companion setup now. however im working in v1.2, now that this is out i gotta see how i can go about applying the updates to my branch.
sunil sharma
Thanks
Ricardo de Leon
There is an FPS camera, hit "C'
Ricardo de Leon
Those animations are from other creators, and the project works fine without them
범진 강
Hi Jacub I have a question. How can I retarget my own characters inside the project, Is there a specific procedure that you thought about? I think a lot of people would wonder how to do this. As much as we thank for your gift on the wonderful system, we ought to know how to use them on other characters.
Vishnu Srinivasan
Where can I find the setup video? I downloaded the file just now, but I don't know how to import it to my UE Project (5.5).
Adam Monterosso
Oh wow, that's a... very outdated ideal of feminine poses. With her dainty little hands held out like an anime girl. We are making a game with a strong and capable female lead sooo we might need to switch these out. Thanks for your help.
Jason Wathen
I was doing it the wat the documentation said to uncheck "Visible" and then add mine to the body. So what I was doing was adding to the wrong area. I noticed right after asking you. How ever any other Character, I change it to has some odd effects as if pushing the shoulder and backpack up. Almost covers my characters face with his shirt. really odd.
othman abdalla
oh never mind the pdf one worked
othman abdalla
how to join discord links just opens the discord app and says "you find your self in strange place , you don't have access to any text channel or there are none in this server thanks.
Jakub W
In AGLS I removed these overlay states. However, their implementation is very simple. If this only applies to the player, you can open 'ALS_OverlayState_Default' and change the animation data: https://snipboard.io/e1BvGH.jpg. You can also create a copy of this AnimLayer, give the assets a different name, e.g. 'ALS_OverlayState_Feminine', and then use it as the base one in ALS_AnimBP
Adam Monterosso
In the documentation there is a "Change Poses Section" that lists functionality not working in AGLS, did this ever get fixed: "If you want to change the default overlay pose in IWALS to use the feminine or masculine poses, you can open the ‘ALS_OverlayState_Default’ and go to the ‘Overlay Default’ graph, then click into the ‘Melee States', then ‘Melee Fight Relaxed', and finally, you can change the ‘ALS_StanceVariation_Normal’ animations to the feminine or masculine pose animations. In AGLS these poses do not seem to work."
Jakub W
I understand that you want to update the AGLS v1.2 files to 1.3, right? These changes may depend on whether you made any major changes to the default project structure in version 1.2. If so, it is worth checking what has been changed. Typically, changes should be made in such a way that replacing files is easy, e.g. using child classes, overwriting BP functions via 'override' tab and creating new assets in separate folders. In this case, just replace the old files with the new ones. This applies to both the contents of the 'Content' and 'plugins' folders. You also need to copy the project settings, where mainly 'Gameplay Tags' have changed.
Jakub W
Unfortunately, I don't know how the new mesh was implemented. Is this as a new Mesh assigned to the same skeleton as AnimMan or is a different method used. I usually used a different mesh as a new skeletal mesh component that has the same bone transformations assigned to the base skeleton.
Jakub W
What is shown in this video "https://www.youtube.com/watch?v=JH-Y4hZ1oak&t=480s" is not completely included in AGLS. This project focuses on developing systems related to gameplay. I created the rest of the elements, such as the menu or the simple save system, for the demonstration scene. I plan to share it, but at the moment I still need some time to prepare everything.
DP Studio
I can’t find the Main Menu, but in the Adventure Game demo, there was a menu with graphic settings and a Load Game option. Where is the menu?
Stefan Mateja
Godlike - thx again Jakub
Jason Wathen
Hello, after I change my character mesh and load it in a new level the hook, rifle, guns etc. all appear on the ground. When I check the sockets are in the correct location in the blueprint. Any ideas?
RGS84
I see the animation works now, it can be rotated but the value doesn't change. Can it be changed?
Cash Black
Hey, how do I import older versions of agls into the newer version
SIDRAK BOSS
I drag the enemy into the game and he doesn't react, what should I do?
SIDRAK BOSS
Friend, why don't you add all the animations and sell the project with the value of the animations included, it's better to sell a crippled project
tygra78
Thank you Jakub, you're a lifesaver)
Jakub W
This is because the AI determines enemies through the tags contained in the Characters classes. I showed how to change it in the attached screenshots: https://snipboard.io/wFjpHr.jpg
Jakub W
Only for UE5.5
John
Will there be a tutorial on how to add your own firearm IK system to this?
SIEGE B
It worked! thanks!
Jakub W
Yes, there was a problem temporarily. I replaced files. Now it should work.
SIEGE B
Is there something wrong with the google drive link? I don't see an option to download when I click it
sunil sharma
amazing update! few things which i would really want to see it weapon ads something like the Divisions. or a FPS camera. keep up the good work!!
Adam Monterosso
Is there a 5.4 version of 1.30 coming or from this point on is this project 5.5 only?
Alex J
As always thanks for the continuous updates you provide for the project (:
Ricardo de Leon
Would also be nice for next update
tygra78
Thanks for another amazing update Jakub. Currently have trouble with 2 things: AI enemies only see original ALS_AnimMan_CharacterBP, don't see Child blueprints of it or copys, also ALS_Manny stays invisible for AI + companion AI don't see enemies and also invisible for enemy AI
Noah Garcia
I love the commercialization! I cant wait for you to see the greatness people make with your template!
RGS84
Is there a fix to the valve wheel not turning?