UE 5.4/5.5 - AdventureGameLocomotionSystem V1.2.0 | (Project Files) [No Replication, only Windows]
🕑 Added 2024-12-10 19:27:20 +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.
I present the v1.2 update of the AGLS project. In this version, I’ve mainly focused on developing many systems and mechanics related to AI design. I attempted to implement Companion AI logic, mainly inspired by adventure games such as Uncharted 4. However, at this stage it is not a full implementation of the AI controller. This is due to the fact that the entire system is very complex, requiring the creation of many algorithms for accurately analyzing the environment in which the AI operates.
Therefore, v1.2 focuses primarily on C++ code and the ‘Advanced AI Logic’ plugin, which serves as the core foundation for the CompAI system. Many base classes originally prepared by Epic Games have been modified by me, including SightPerception, PathFollowingComponent, and NavLink component.

List of major components and new features for version 1.2:
Climbing Navigation System - The system mainly consists of: BP_ClimbNav_NavigationData, BP_ClimbNav_Generator and AGLS_NavClimbingComponent. The purpose of BP_ClimbNav_Generator is to generate points located on shelves and save them as components in BP_ClimbNav_NavigationData, where you can then generate navigation. In the NavigationData instance, there are many parameters that affect the density of points, the maximum acceptable distances between them, and others. The PreferLowerAltitudesWeight and SameAnglePreferenceWeight parameters are also important, where the first one affects whether the algorithm should prefer points at the same height when searching for a path, and the second one affects the preference for the same angle. Note that in the case of values greater than zero, the Path Finding algorithm will not search for the most optimal path. With high values, there may be a complete lack of an optimal route. A short information showing how to generate navigation can be found after hovering over the asset blueprint in the Content Browser.


If the navigation data is not visible, it is worth making sure that the 'AGLS.ClimbNavigationData.Show' command is set to true
Cover Points Generator - In this case, it’s an older system. It was implemented back in the IWALS project, but I’ve only now found a use for it. Previously, it wasn’t feasible because, with the 'Call In Editor' function, you could only create temporary components by default. To avoid this, new functions had to be created. The purpose of this generator is to determine points where it is possible to take cover. At the moment, most of the script is created through BP, but this might change because C++ allows for a much more detailed analysis of navigation mesh.

Auto NavLinks Generator - This is another generation script, but this time it is automatically created NavLinks components, stored in a single instance of the ‘NavLinksStorage’ class. Based on this data, Companion AI will be able to perform Traversal actions.


Important note. My approach to generating this data focused only on the AI being able to find paths where there is a large difference in height between the NavMesh. I will also point out that after generating the data, it will not always be automatically included in the navigation. To refresh the navigation Mesh, simply find the NavLinksStorage instance in the outliner tab and then try to change the actor's transformation.
Visibility of 'NavLinksAutoGenerator' actors can be changed using the command: AGLS.AutoNavLinksGenerator.Show false | true
I’ll also mention that Epic Games implemented their own solution in this area for the UE5.5 engine version. Unfortunately, I wasn’t aware that they had this planned.
AI Controller Components: Advanced Tasks And Function -

This is a component containing computationally complex functions, the main purpose of which is to analyze navigation data, including e.g. ClimbNavPoints or CoverPoints. One of the most important functions or queries is ‘Try Find Hiding Position Sync’. The result of this function is to select such a point from among CoverPoints so that CompAI remains undetected by enemy AI. This function takes as input a DataAsset containing a large number of query configuration parameters:

I will point out that the function does not guarantee 100% effectiveness. To get close to such a value, you would have to send the function precise data related to its movement path. I based the position prediction on data from the Trajectory.

'Companion AI' Controller Implementation (Based on BP Controller and Behavior Tree)

Important information regarding the "Companion AI" controller. For AGLS version 1.2, it has not been fully completed. The entire development process is very complex and time-consuming, which can result in numerous errors and bugs. Even the creation of additional navigational elements—such as AutoGenerateNavLinks, a cover points generator, or climbing navigation—took an enormous amount of time.
At this point, some initial logic related to following the player and stealth movement has been implemented. I’m not entirely satisfied with the AI’s behavior when the Gait is set to Jog. In this configuration, the character sometimes makes abrupt turns. This is likely related to determining the position of the Focus Actor, but so far I haven’t managed to come up with a better algorithm.

Added more pivots animations for Jog gait:

Implemented a large part of MotionMatching animations from GASP v1.2
Changed overlay state animations for PushingObject and HoldingKnife
Added MeleeFight component for CompanionAI
Fixed incorrect blending arms during Turn In Place animation
Fixed Vehicle System
Information about the version for the UE5.5 engine
To open a project in the UE5.5 engine version, you need to replace the plugin files:
First, download the project for UE5.4.
Next, launch the engine in version 5.5 and try to open the AGLS v1.2 project. At this point, the program will ask if you want to attempt an automatic conversion to the newer version. Choose the option that suits you.
After this process, a message will appear about missing appropriate binary files for the C++ code. At this point, you can skip the automatic compilation attempt, as it will always fail.
Having downloaded the plugins for UE5.5, simply go to the Plugins folder and replace its entire contents.
After restarting the engine and selecting the project, you should now be able to open the full editor.
Note: The AGLSv1.2 version for UE5.5 was not fully tested. After a brief test, I noticed two issues:
Predictable Jumps do not work correctly. The direction of the jump is determined incorrectly.
Echantent Inputs not working for Player Character. Additional change to fix InteractionInput:

Plugins Content For AGLS v1.1 UE5.5 (Old version)
Plugins Content For AGLS v1.2 UE5.5 (Current Version)
DOWNLOAD PROJECT FILES LINK (UE5.4, No Replication)
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)
Some important Discord threads:
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
Tylor Orsburne
how come when ever i make a new level the camera is always on the floor and doesnt move ? my character moves but not camera
Jakub W
For the UE5.4 engine, there is no need to download additional plugins. They are included with the project files. Replacing the plugins would be necessary if using UE5.5
Lerato Mbonani
Hi i need the Plugins for AGLS v1.1 and1.2 for UE 5.4 where are the links download
erick
I know it's a stupid question but when I put the enemies they don't shoot me they don't do anything what can I do please
charlie22 Bman
It could be that you need to drag the player blueprint into your level and in the details panel search up auto possess player and set that to player 0. I've tried using a player start but only this works for me.
Daniel Bryant
Yeah i have it set there as well as project settings, ended up just copying one of his levels and deleting the things i dont need or hiding them out of sight and making my level there lol its got something to do with the camera settings but unfortunately for me this project handles the players camera in C++ and I just dont know a whole lot about C++ yet. appreciate the reply tho!
charlie22 Bman
If this helps go into World Settings (Window/ World Settings) and set the game mode override to the ALS_GameMode_SP.
Daniel Bryant
hey there new to your patreon, i went ahead and grabbed this project however, when adding a new level and pressing play the player character is spawning however the camera is stuck halfway into the landscape and i can only hear the characters movement so im assuming it has something to do with the players camera? any help would be greatly appreciated. thanks in advance
sunil sharma
Unable to pick anything or open cabinets
sunil sharma
I just got the project everything works fine apart from interactions
Ahmed Aboutaam
Hey so i wanted to incorporate a zero gravity zone into this project... the actor for it uses a collision box to define where zero gravity happens. To start the event i have a on event begin overlap that passes to a cast to (pawn) function and eventually to a gravity function... I tried casting the overlap to the ALS pawn but it doesn't seem to work... I was wondering if there's another actor i should be casting to in this game mode and not the pawn class to get this kind of effect?
chang ho choi
Does it support mac os?
Cash Black
Hey, so whenever I create a new level it launches and if I press play it almost immediately crashes. Is there a fix to this?
Archie Lemarchand-phillips
thank you just trying it out now
Tymoteusz Stefański
just open the .uproject file with Unreal
Archie Lemarchand-phillips
Hi just wondering i unzipped the file but how to i add it/create a project with it
Tymoteusz Stefański
Just open the .uproject with Unreal Engine
Jason Wathen
Hello sir, great project here. I am having issues using it with an open world with world partition. It seems to be the camera. I tried a delay on begin to give it time to load but to no luck. Any ideas
Gregi Beck
No, Jakub wrote, that it is not replicatet, this mean no multiplayer. You can make it replicated by our own, but that is a lot of work to do, and need a good knowlege how replication in UE5 is working.
atakan saffet
Hello, I really appriciate the work you put in here, its amazing. I just want to ask if there is any way we can make thr project work on Mac?
lazonaflex
Hi bro. Excuse me. I have two questions, can you do online multiplayer in the game? How can I do it?
Bharani Manoharan
hey the mechanic where the companion ai helps you climb the taller walls is not working for me, the interaction key is not showing up. please help is this question better of in the discord
Valdemar Tvedt
how do i get the file i brought it
DOG GAF
Thank you :-DDDDD
Awine
Hi Jakub, I want to know if you have planned to implement a system of compatible metahumans in AGLS
SALİH KEREM TUNA
I'm new to this, how do I add it to my project?
Massive Fx
Hello. You will see that this feature is fixed when you build and release the game.
Starting To Fall
What is the best way to adjust the jump? I am running on 5.4, and when I adjust the jump, it seems to remain the same when trying to move then jump. Thank you for your time.
Dr. Mario
+1 Yo, someone needs to make a paid Patreon with vids on how to use, debug, and mod AdventureGameLocomotionSystem v1.2.0. Like, step-by-step stuff. AI Enemies () AI Companion () Levels () First Install (basic setup )
Kanmay
hello, when is the new update? :D (my subscription is ending :/)
lazonaflex
You're amazing bro, thanks for the info. I'll be keeping an eye out <3
Hasansabbah
Please help me I need it
Hasansabbah
hi jakup https://youtu.be/0xP0ZSSBsNs I am having this problem when I try to pack the game. Why?
Starting To Fall
I would love that too.
Sgt. Saad
Please make a video tutorial for using the AI enemies to be implemented in our levels not in your level , that's is important for me cause I've been trying to put the AI enemies in my level but I need to know how to make a path track that they walk in , I tried to copy and paste the same scene u made to my level area but faced some difficulties, but you did a great job for all your work Jacub , we appreciate your help and support with your knowledge , thanks alot
Jakub W
I tentatively plan to publish an update in mid-February. Mainly, I would like to focus on finishing Companion AI, adding Crawling for the player, and preparing a large demonstration scene.
Jakub W
Hi. AI can’t move everywhere. In Unreal Engine, AI movement is handled through a Navigation Mesh. To give the AI a larger area to move in, you need to build a bigger navigable area. You can do this, for example, using a Nav Mesh Bounds Volume. Another option is to use runtime navigation generation. It’s important to adapt the method to the requirements of your scene. On this screen you can see a example of Nav Mesh: https://snipboard.io/yEL1gX.jpg
Jakub W
I understand you’re referring to the “Predictable Jump” system that isn’t working correctly in UE5.5? In that case, for now, I still don’t know why that’s happening. We probably need to look for the issue in the C++ code. If you’re using UE5.5, I think you could disable this system for the time being. I’ve shown how to do that in the screenshot: https://snipboard.io/kF1yxB.jpg
Kanmay
jakub, please a new update now and fix the jump, (been 1 mounth)
DOG GAF
Hi i use AGLS for a long time but still can't understand how to change Ai companion Navigations Zone. i want him to follow me everywhere not only at the center of the map, how can i do that he would follow me everywhere even on another landscape?
lazonaflex
I look forward to more updates
Starting To Fall
Is there a schedule or plan for 1.3? Super excited! Loving your system!!!!
Dolphina
This may be a silly question and a small trifle, but is there any plan to have a 'safe' way to move off of a ledge? For example, it's free to fall to your death, which is good for fluid control, but is there or will there be a button or combination to make the character climb down off of an edge? Oh and also, I noticed the bow is messed up. Other than those things I have not found anything lacking at all. Really great work!
lazonaflex
bro i look forward to update with excitement
Jakub W
Creating a full game based on the project is not prohibited, even for commercial purposes. However, I must point out that this only applies to packed projects, e.g. in .exe format. However, sharing project files for Unreal Engine is forbidden.
Sgt. Saad
hi Jakub ,, i Just want to know if i can make the character Appear in First Person View , where i can make that happen ?? Also Can i Change the Camera location in First person View ??
Dr. Mario
Hey everyone! Can I use this project to publish a game on? Epic Game Store Steam PlayStation Store Xbox Store Itch.io Also, has anyone in the group submitted a game using this project to? PlayStation Store Xbox Store Itch.io
Hasansabbah
https://youtu.be/0xP0ZSSBsNs In a way that I don't understand, when starting to do a narrow walk in the build mode of the game, the character goes very slowly. The funny thing is that it works in the editor.
Hasansabbah
Hi Jakub
Starting To Fall
I just joined, and I'm super excited to jump into the project. Hoping to traverse a horizontal ladder (monkey bars). Thanks for this awesome work!!!!
Jakub W
Hi. It's worth asking this question on Discord because you can't send screenshots here. However, at first glance it seems to me that the problem may be due to the animation itself. Basically, when you are very close to the ladder, the character doesn't jump but immediately grabs the ladder. However, when the distance is large, the jump is performed. The 'LadderTransitionData' DataTable contains data about the animation. To disable the jump animation, you can make this simple change: https://snipboard.io/RaFZqz.jpg. Your problem may also result from the fact that the system detects a ladder rung that is too far away in the Z axis. In this case, you would have to make changes to the 'Check Can Start Clinb Ladder' function.
Jakub W
At the moment it seems impossible. Opening the project on a system other than Windows is not possible because of the C++ code. For another system it is necessary to create binary files, but I am not able to do this because I do not have a Mac. To achieve this it would be necessary to create a C++ project containing the code for AGLS and then prepare it in such a way that the Xcode compiler creates binary files. Unfortunately this is a difficult process.
N. S.
Hey everyone, I have a question regarding this project. I have migrated it into my own project and now I am met with a screen asking Import As, and it is set on data table. And then a second row asking, Choose Data Table Row Type. What is the correct option to select here. There is also a few options under import options, ignore extra fields etc.. etc. Thanks in advance if any of you can respond here.
Riley Drummond
Hey wondering how would I convert this file to Mac as I'm using this for a school project and want to work on it at home as I don't have windows at home
Hammervr2.0
Thank you, I was going through it too and cannot find it
Jakub W
Hi. Thanks for your wishes. Unfortunately, at the moment I don't plan to record any tutorials on this topic. Perhaps documentation created by Discord users will be helpful. The link is in this post.
Akın
I'm currently digging into the inventory system, haven't found it yet. That's my current goal too, will update when I found
Hammervr2.0
Is there a way to disable the rope?
Akın
You can search for "pistol" and "rifle" in the details panel and uncheck the "have" buttons of them if that's what you wanted. Then character won't have a weapon unless you pick one up from ground
Akın
I'm trying to enable ladder climbing without jump function. I disabled jumping, and enabled ladder climbing without it with following: -Head to "BP_LadderClimbingComponent > Check Can Start Climb Ladder" -Then revert the main condition branch "Grounded" from Disabled to Enabled. So When I get close to a ladder, the character automatically jumps and holds onto the ladder. I don't want it to jump or hold automatically, I want to press "space" when I close to a ladder and hold onto it without jumping. Is there a way I can do to make this happen? Also thanks a lot for your efforts you put in this project, obsessed with it. Happy new year!
Hammervr2.0
is there a way to set the character to have no guns or items?
Josh Copley
just to report here, attempting to open the version with 5.4 was not working so I've gone through the steps to open in 5.5 attemping to fix the interaction at the moment with the fix but have noticed the same issues everyone is reporting here do wanna say very cool project, thankyou very hyped for next updates/patches thankyou!!! :D
Felix Noster
Hi @JakubW! Was there a tutorial or something, which inspired you to work out the workbench for gun modifications? Could you send me some details about it? thanks a lot and merry xmas to you :)
Harmony Tron
I wait for update just because of jump, but it still the same...
Harmony Tron
100%
Jan
I thought I gift myself "a little" something for Christmas. I'm on the hunt for decent assets to start off my project. And although I'm not new to Unreal and game dev, a lot of this project's contents are going straight over my head. Woooosh I feel like it's very hard in general to get behind already existing frameworks, especially ones as sophisticated as this, with all its moving parts. I will probably need weeks to study it thoroughly. But hey, I somewhat knew what I bargained for. AGLS still feels like the most cost-efficient asset ever. Although I'm very probably not going to use it as is, I'll try to reverse-engineer and repurpose aspects to use in my already existing GASP-based project. Especially the animations, the swimming, climbing, sliding, going up and down stairs and grappling I really like. Also, the new AI looks insane, but well, I better not get ahead of myself... Just to add my two cents of critique: 1. As stated by others, the interaction with objects barely works and I can't quite make out why at a glance. 2. This might not be directly relevant, but the movement feels somewhat sluggish. Maybe that's because I don't know Uncharted, which AGLS claims to replicate, but I much prefer the faster pace of the base GASP, which feels absolutely great imo. Also, the necessity to press Space every time to climb up individual ledges feels kind of awkward. Still, the framework and everything it comes with is definitely worth every single penny it costs to access, and more. I'm more than pleased with its contents. Just one question. I'm aware that this should be used for Unreal projects only, but what about different platforms? More specifically, may I publish parts of AGLS for consoles or not?
Kanmay
When can the jumping problem in 5.5 be solved at the earliest? With this problem I can't use the project as I want.
Hackhammer
The animation is completely broken for the player upon fresh start. Are you sure we don't need traversal animations at least? I tried to fix the skeleton, but I couldn't. Eventually the engine crashes with divide by zero error. It's under Windows. I'm using UE5.5.1. Hardware: Intel(R) Core i7-8750H 2.20GHz NVIDIA GeForce RTX 2080 / 8GB VRAM GDDR6 24GB RAM
Lavón Hurtt
Where it says (only windows) is that for packaging of the game or even for starting it up in unreal editor. I’m getting the same failure to compile messages as above and I have already switched the Plugins folder…but I am on Mac. Is this the reason for my troubles?
Hackhammer
I experience the same issue. During start all limbs of the player character start to move and rotate erratically in every direction and then the program crashes due to NaN. Currently I couldn't make this work at all.
Vladimir Yudin
M4A1 aiming pose is completely broken as I can see...
Akın
Thanks, just realized I missed that part of the information.
Alex J
If you're using 5.5, you have to make an additional change in the base character blueprint. Look at the Patreon post again right above the download link.
Akın
Find the problem (I think): ALS_Base_CharacterBP > Tick Graph: Output pin of "Start Interaction With Object" event is empty. I don't know if it's intentional, and don't know if it's empty or not in the previous versions of the project. Could it be the problem and what should be the output of this event?
Akın
Interaction E works a little off. Can not loot anything but backpack, can not open chests or closets, but can enter the car. Tried to find the problem by going through the input system but couldn't find any relatable problems to solve. Are you aware of this problem and know how to solve the issue?
Seyfettin Dincturk
ohhh yeah, it works now! Do you know if there is a way to migrate this to another project? Or we have to start building in this project directly?
Alex J
The project can be opened on 5.5. Look over the Patreon post again. There are plugins that you must download and then replace your project's plugins with them.
Alex J
Me and a friend created a documentation for the project: https://docs.google.com/document/d/1Yk2aZAdQhPI1vHSxhm5DqwHU4N_jeALDCZS68kIWS5I/edit?usp=sharing Also, Jakub's project is not really intended for learning purposes as a fresh UE5 user. Of course, you can take it and learn with it depending on your style but overall it's intended for people who understand how to use and start their game using it, and not be handheld through the entire process of developing their game using this. There is plenty documentation on it however meant for people new to the project but have decent unreal knowledge. There are beginner courses and tutorials to learn for a reason.
Lee
Disappointing that there isn't a tutorial series on YouTube for beginners, showing people how to go from start to finish. It would boost publicity and newcomers would stick with the project from beginner to pro level.. from Knowing nothing to really advanced. All of these project you find online seem really half hearted with education and helping anyone new. It is always assumed you know everything.
Flossy Dentist
Interaction E button seem not working only with garage door im on 5.5 . is the issue from my end
Jakub W
You are probably trying to open the project in the UE5.5 engine version. In this case, you need to make an additional change to the project files. Information about this is included in this post.
Hammervr2.0
For me it says "project could not be compiled try rebuilding from source manually" How do I fix this?
Seyfettin Dincturk
Great work Jakub! Demo looks really superb. Unfortunately I wasn't able to open it on 5.5.1 thought.
frank
Hello Jakub,Nice work,I’m trying to Reproduction the first level in Dishonored 1 with this project and it works well! And these are my project polish advice: 1.flexible sight prediction support and more changeable ai config in AI blueprint. (now the human AI blueprint only handle one sight prediction component and with fewer adjustable config,but sometimes I need more complex cone sight combined by using two or more sight prediction component for close behind sight or other.I try to add two sight config in one sight prediction component but the second config not work because unreal only handle one sight config for each component,maybe a better way is rewrite prediction component and let it to support more than one sight config,and this way is also more easily to debug by using unreal official debug tools,because I find it can only draw the first ai prediction component in debug view(sad)). 2.easier ai enemy path (currently ai path can’t easily handle the situation with revert path.I just want my enemy return to the first point along the path I design when he reach the last point.But current version AI is out of the path and walk straight to the first point when he reached.) 3. Interaction polish Current interaction with bottom ,pickup or wall is little hard to trigger,And in first person mode interaction works not really well. maybe you should provide some interaction config such as disable pickup montage,pickup range,camera mode or pawn distance mode. 3 .flexible normal melee. (current normal melee looks a bit weird,enemy do hit-react even my punch hasn’t reach.And player can’t do melee when there is no enemy in front.) Just my personal advice for Polishing the project.And Thanks again for your nice work.
Solarix
Hello Jakub, great work! Do you plan to make replication anytime soon?
ColeT2014
Thank you Jakub. Keep up the amazing work mate! One request: Would you make it so that we can have this AI system work with MetaHumans? Right now it seems if we try the similar method as the Player with MetaHumans, the engine crashes sadly. Is it an AnimBP issue? Not sure! Hope you can investigate :) Thanks!
Felix Noster
Thank you Jakub, very appreciated. Take care and have happy christmas holidays!
Hasansabbah
It's not about the foot because the whole body is moving back and forth and shaking.
Hasansabbah
Have you tried 5.5?
Jakub W
Unfortunately, I have no control over that. It’s due to the way Epic Games implemented ‘Foot Placement’ and ‘Root Offset.’ I tried to improve it as much as possible, primarily by disabling FootLock when it’s detected that the ground is changing its position over time. Fundamentally, the GASP project is not adapted to working in local space (Foot Sliding, RootOffset not holding correct positions, traversal actions only working for non-movable objects). It’s worth comparing AGLS and GASP in this regard to see the difference.
Hasansabbah
Dude, your character shakes a lot on moving platforms and your foot ik breaks. Please solve this as soon as possible.
Jakub W
Hi. If you are still using the IWALS project, here is where I managed to prepare plugins for UE5.5. After a short testing, everything seemed to work fine. The files are available for download in this post: https://www.patreon.com/posts/103356686
Kenliero
Sounds good. Do you have plans for replication(because of 5.5), or keep it single player game? And hi. New member here. Really looking forward to CompanionAI. I started planning a "companion based adventure game" almost year ago and this stuff you do, fits like a glove with my plans. :)
Felix Noster
Hello Jakub, unfortunately the plugins are not fully compatible to IWALS. In my case Helpfulfunctions. Could you please help me on this, as 5.5 and the final IWALS version are the ones that my team and I decided to use for all further development? Would greatly appreciate. Thank you.
SecondSons LLC
Can’t wait for this update! 5.5 with prone is a must for our project
Jakub W
😆
Jakub W
At this point, it’s still disabled. I believe it should be included in version 1.3, together with the full implementation of CompanionAI. However, version 1.3 will likely be available only for UE5.5, since Motion Matching has been significantly improved in that version.
Jakub W
Thanks :) If there are no major complications, I should be able to get the plugins for UE5.5 by the end of this week.
Jakub W
It depends on whether you introduced many changes to the base version 1.1. If not, it’s enough to copy the necessary data from the 1.2 project, i.e., project settings, content, and plugins. However, if you already have many changes, it becomes more difficult because you need to compare the BP code from 1.1 to 1.2. To make file updates easier, you should avoid making changes in the project’s core folders. You can edit Blueprint classes by creating a “Child of class” and using the Override option.
Olivier Gagnon
Hi, super cool stuff, excited to try it out. I couldn't see anything about if prone was re-implemented. Any update on that?
Will Blackburn
Excellent lookign update and many thanks for the 5.5 support already.
hgc
Hey, how can i put the 1.2 news features to my 1.1 project?
Connor Inglis
Yea, I am looking forward to working with this as well and I appreciate Jakub's continued efforts in the AI areas of AGLS.
Anshuman
1.3 boutta go crazy can't wait!!! (It's like actual game updates 🤣)
Alex J
All the new AI stuff is really impressive, Jakub. Thank you for your dedication to this project.
JPRDY
Man I live for these updates. Can't wait to dive into the companion AI and great job updating the last version to 5.5.