UE5.2 ONLY - Interaction With ALS - Version 3.1 (Project Files) [No Replication]
🕑 Added 2023-12-08 14:57:39 +0000 UTC------> Informations about animations:
In the project, not all animations will be included. Animations like Stealth Finishers come from the UE5 marketplace - OpenMarketplace In order for it to look like on a video, you need this package, which must later be uploaded to the project (I will present this process in a separate material). Without these animations, the project will run normally.
How to reimport animations form Marketplace Pack to project:
https://www.youtube.com/watch?v=U9SF3dKJ8Yk
Edit: From this version, please do not edit the animation curves, now you only need to replace the damaged animations with the original ones.
Edit (Ver 2.2): I used other animations from anim pack from marketplace - Ultimate Traversal Anims by RamsterZ. I broke this animations but if you want to import orginal , buy this pack , export choosed animations to fbx and reimport to the project.
Edit (Ver 2.5): The Melee Combat system uses a new pack from the Marketplace. Animations are not included in the project, but the system can still be used, although bugs may appear. If you have this Animation Pack - Marketplace Link, do the same with it as with other bundles. Do not change any animation sequence settings, but reimport individual files. Attention! In the project, the names of the animations start with 'BF_H2H' or 'BF_Knife', so you need to replace the file names after exporting FBX.
------> INFO About Plugins:
The project currently includes a 4 plugins of my creation. To run the project in a newer version of the project, it is required to replace the plug-in files with new ones intended for a specific version of the engine and project.

-> -> -> UPDATE (16.12.2023)
-> -> -> Download PLUGINS Content for Unreal Engine 5.3 <- <- <-
Main news in version 3.1 for UE5.2
New Ladder Climbing System

Flashlight System (Experimental) - The flashlight system is based on a new overlay, which is the final layer blended the base overlays with the flashlight holding poses. Currently, you can only choose between holding a torch or a flashlight. These overlays cannot run simultaneously. To activate the flashlight, you can click button 4 or select it from the 'Overlay States' menu. In contrast to other states, the flashlight can be activated in parallel with other overlay states. Make sure you activated Flashlight in settings. Select player character on scene and in details find 'Use Flashlight' variable.

Using bandage - Automatic health regeneration has been removed from the project. Currently, you can use bandages to boost your health points. This option causes the Loot Item to start affecting the gameplay. If you click the 'Q' button, you can find in the lower right corner information about the current items in your inventory. If a player has at least 1 bandage, it will be possible to change the overlay to 'Bandage'. To use the bandage, you need to press the "E" key. At this point, the sequence should start. Note: "Bandage State" is not a new overlay. This means that the Overlay_States enum has not changed. Currently, the 'Injured' status corresponds to the 'Bandage' state.


Weapon Clipping

Some fixed bugs:
The amount of ammo when initiating a weapon and picking up a new one. The problem was that these variables were not refreshing.
FootLock error if we run Mantle at a large angle
Adding offset to the crosshair when shooting. When we do not release the shot button while firing the gun, our camera keeps moving upwards
You can now use WheelTurn
FPS drop issue when moving. It turned out that the drastic drop was caused by FootStep_Notify. Now I have fixed this problem. Additionally, I changed the basic walking sounds. However, if you want to go back to the previous ones, the sound files have not been deleted.
Duplication of the "Point Light" component when using Torch Overlay
And more...
Download Project Files - v.3.1 UE5.2 (Win x64)
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
Jakub W
In the project, there are two climbing systems. One is a system that allows climbing only on specific actors (On the demo map, this is the area in orange colors). The second is the DLC system (Dynamic Ledge Climbing), which detects ledges in real-time. This means that additional actors are not needed for climbing. I focused on the development of the DLC system, which offers more possibilities. I think it is at a stage where I will not develop it further. The only problem might be unintuitive controls, but this can be adjusted to one's own needs since the system is modular. Combining so many systems into one cohesive whole is not an easy task, however, I believe that the climbing systems do not have major bugs.
Connor Inglis
Agreed. I am a fairly new member of this community still and have lots to learn about the system, but I look forward greatly to seeing it become polished further. Then allowing for more expandability without worrying too much about existing features or systems improvements + fixes.
Chris Hendrickson
I honestly couldn't agree with this more. The project is extremely impressive, but doesn't seem complete. I'm waiting for specific traversal and climbing mechanics to be completed and finalized before I can use this in my project, the additional features are cool but just bloat I'll disable or remove.
Studio Nihilios
Excellent work Jakub! I've been an avid supporter for many months, watching the project get better and better. I think the most important thing to keep in mind is that the point of this "plugin" is for others to !make games! with (and videos/vfx etc...) . I would suggest - and i think i speak for most of us - before adding new features and such that making sure the already implemented systems are bug/glitch free and the implementation into the users own projects is streamlined, easy to do should be the top priority. Best of luck in the year of 2024!
Christian Greene
press ctrl + space bar
Saiful Chowdhury
What happened to crawl option?
Christian Greene
I somehow broke the takedown kill option. One day I was building a map and then all of a sudden they don’t work anymore. Are they dependent on something?
Jose Cuervo
Not yet, he said he's still working on it but he's been sick.
jaiminator 21
This is supposed to work on ue5.3 with the plugins?? Cause if it should work it isn't
Jose Cuervo
Yeah seems like the rope / grappling hook broke, can't throw it. Is that known?
Sean Tereso
grappling hook not working in this version ?? in other it works fine. how can i fix this ?
Wanderson gonçalves
Can you help me?, it's giving me an error when packaging the file UATHelper: Packaging (Windows): BUILD SUCCESSFUL UATHelper: Packaging (Windows): Setting up ProjectParams for C:\Users\Lord Trevor\Desktop\IWALS (Version 3.1) UE5.2\Interaction_With_ALS.uproject UATHelper: Packaging (Windows): Interaction_With_ALS.uproject requires a temporary target.cs to be generated (ApexDestruction plugin is enabled) UATHelper: Packaging (Windows): ********** BUILD COMMAND STARTED ********** UATHelper: Packaging (Windows): Running: F:\Epic Games\UE_5.2\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe "F:\Epic Games\UE_5.2\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" Interaction_With_ALS Win64 Shipping -Project="C:\Users\Lord Trevor\Desktop\IWALS (Version 3.1) UE5.2\Interaction_With_ALS.uproject" -Manifest="C:\Users\Lord Trevor\Desktop\IWALS (Version 3.1) UE5.2\Intermediate\Build\Manifest.xml" -NoHotReload -xgeexport "C:\Users\Lord Trevor\Desktop\IWALS (Version 3.1) UE5.2\Interaction_With_ALS.uproject" -NoUBTMakefiles -remoteini="C:\Users\Lord Trevor\D esktop\IWALS (Version 3.1) UE5.2" -skipdeploy -log="C:\Users\Lord Trevor\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Epic+Games+UE_5.2\UBT-Interaction_With_ALS-Win64-Shipping.txt" UATHelper: Packaging (Windows): Log file: C:\Users\Lord Trevor\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Epic+Games+UE_5.2\UBT-Interaction_With_ALS-Win64-Shipping.txt UATHelper: Packaging (Windows): Expecting to find a type to be declared in a module rules named 'HelpfulFunctions' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool. UATHelper: Packaging (Windows): Took 4,4310928999999994s to run dotnet.exe, ExitCode=6 UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\Lord Trevor\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Epic+Games+UE_5.2\UBT-Interaction_With_ALS-Win64-Shipping.txt) UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 8s UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6) UATHelper: Packaging (Windows): BUILD FAILED
Jakub W
I can't show you this process. However, I have already shared the ALS project including only the climbing system. You can find it in previous posts. However, the climbing system has changed since then. But, you can follow it to perform the migration correctly.
Jakub W
Yes. I'm working on it :) This should be available soon. I had a slight delay because i'm was be a little illness
Jakub W
If I remember correctly, the textures can be found on SketchFab. Unfortunately, I don't have the link.
Wanderson gonçalves
I would like to use just the Climb system, can you show me how I can migrate just that?
Wanderson gonçalves
Can I package stop apk?
itimoreo
thank you very much for your response and your help!
Alex J
You can use the project commercialy and if it's just level you have built you can migarte them to the new version. Just right click on one of the levels and click migrate it will migrate the level and all the assest used in it.
SebastianV
Are you going to make it compatible with 5.3 ?
itimoreo
Very nice update! I have two questions, is it possible to use the project for commercial purposes? And how to use the new features of 3.1 on the previously downloaded version, because I have built several levels that I would not want to redo. I'm new to Unreal Engine maybe I look like an idiot with this question... Thank u
Wilfred de la Querra
Excellent! ...thanks Jakub
Nicolas Mecaj
Can I ask where did you get ellie's textures/materials?
Speaking Pictures
Very nice updates 👌, thanxxx ☺️