UE5.0 - Interaction With ALS - Version 3.0 (Project Files) [No Replication]
🕑 Added 2023-08-18 17:54:02 +0000 UTC------> Informations about animations:
In the project, not all animations will be included. Animations like Stealth Finishers come from the UE4 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:
As of version 2.9 of the project, the PowerIK plugin is no longer used. This means that it has been removed from the project. However, currently I have not introduced a system that would replace the functionality of the plugin.
Since version 2.9, two plugins of my authorship have been installed in the project.

If you use UE5.1 or UE5.2 you must replace plugins files. More information about plugins can be found at this link:
Link to Drive (Plugins files and info)
Note: Version 3.0 is the last release for Unreal Engine 5.0. Next releases will only be available for 5.2 or higher.
Main changes:
- Added a loot system that allows for collecting various items from the environment. Each item type is determined by an Enum value, and the maximum quantities a player can possess are set through the DataTable - LootItemsDataTable.
- Refreshed and enhanced the system for grabing boxes and barrels.
- Added the capability to open chests, single-door or double-door cabinets.
- The button press system has been replaced with a toggle press.
- A new method for calculating offsets for FootsIK. It's currently done through ControlRig, and several adjustments have been made, such as taking into account the incline of the floor. However, during crouching, the foot position on stairs is still incorrect.
- Aiming with pistol or rifle while cover
Minor changes:
- Replaced the MatchedMontage actor with a component written in C++. This pertains to the ALS_BaseCharacter, specifically the Vault system during running.
- Removed unnecessary 'Slots' for montage animations in ALS_AnimBP.
- Transferred the system for carrying items like knives, axes, and bows to the BP_ItemsInteractionComponent.
- Standardized item picking and collecting. This means that a single function determining the possibility of interaction for many actors has been defined.
Download Project For Windows x64 (No replication)
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
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
Sean Tereso
same issue, did you figure out the problem ?
Sean Tereso
I am unable to package project with this version?
Sami499
which one is the crawl button ?
Zhe Wang
Hello everyone, I'm fairly new and encoutnered some problems when creating the new level in the package. In game mode I will get runtime errors like"accessed none trying...", and when the character dies and level reload, there will be bunch of "accessed none trying..." generating and eventually lead to zero frame and the game stuck. Here is a screen shot of showing the error: drive.google.com/file/d/1k4Ecr3cxyEGQliVBUl-MLlxlmmKHW446/view?usp=drive_link . I was wondering if I need to set something to solve the issue? Any insight will be helpful Thank you guys!
AD
I have to say that I did not make a mistake when I entered this channel great work Guys But I must tell you about some errors found in the project (The first is when a player takes the backpack and goes and drives the car, the car flies in the opposite direction in the air without control) (The second is when climbing the wall and reaching the end, a player facing Difficulty to climb to the top after pressing Space Bar several times sometimes he climb up and sometimes not ) I think if you add somethings it would be great like flashlight and Inventory Once again, thank you for this beautiful work. I will be waiting for the next update . ❤
Михаил Буряк
thank you!
Jakub W
Try Ctrl + Space
Kennedy Kimeu
Cntr + spacebar
Михаил Буряк
how to crawl lying down, please?
Михаил Буряк
how to make yourself immortal or just increase your health ?
Jakub W
Yes.
3ANID _X
You need to download the plugin
creoleYab
Hello, is it compatible 5.1 ?
Hector Lopez
Got it. Was able to toggle it off and on during gameplay. Thanks.
Jakub W
The system is at "Blueprint Level". You can turn it off there.
Jakub W
You need to change the value for the "Enemy State" interface function. This applies to ALS_BaseCharacter_BP
ENES EFE
how do i make npc don't shoot at me
Hector Lopez
Is there a feature to toggle the flashlight off in the zombie level?
Bassquatch Hunter
I understand thank you for quick reply.
Jakub W
Unfortunately not. Currently I don't plan to add any dialogue system. One of the reasons is that there are already many such systems that are of a very high standard.
Jakub W
There is a chance for that. However, such an update would only appear when I manage to finish the IWALS3.0 version for UE5.2.
Jakub W
It depends. If you have a ready-made character that is proportional to the default UE4 skeleton (in terms of bone hierarchy and distances between it), replacing the mesh is easy because you just need to use master pose. However, if your skeleton is adapted to the UE5 hierarchy, then in this case you must use the appropriate retarget set. My retarget metahuman system was created on UE5.0 and I don't know if it works on other engines. Nevertheless, you can try to use it, but it is worth mentioning that this is not one method. It's up to you to decide which one best suits your character.
Hector Lopez
Will the zombie demo map get updated soon as well?
Bassquatch Hunter
Will the Meta Human RTG / UE5 Manny you provide also work for other characters with IK rig and control rig set up with a RTG to Manny. I'm trying to use my Character Creator 4.22 characters. It works great with the new animations used by Manny 3rd person template. But I don't want to build all the locomotion from scratch and IWALS/ALS is awesome. So here I am. :) Bear with me if this is a dumb question.
Ahmad Jadallah
Any plans for a hand to hand melee system like the one usually found in Batman Arkham games?
Sebas Clavijo
are you planin to do any type of dialogue system, it will be great for any type of history on the game
Peter Nicolai
Not sure if this is still an issue for folks, but here is a sort of step by step I went through to get the project up and running UE5.2. Seemed very straightforward. - download the 3.0 zip file. - unzip it, r-click on the uproject file and change default engine to run 5.2. - NOTE - if you try to open the project now, you will see a message about a couple plugins that need to be rebuilt. So... don't do that. :) - go to the Plugins folder in the project. Delete the two folders there. ("HelpfulFunctions" and "JakubAnimNodes"). These get replaced with the correct versions in the next two steps. - For UE5.2, download the "Plugins Content for IWALS (v2.0 for UE5.2).zip" from the link in Jakub's post ("Link to Drive(Plugins and info)") - Unzip this package and place the two folders in the Plugins dir of the project. This is essentially replacing what we just deleted above. You should now be able to load the project in 5.2. Yay! BUT... Once you try to play, it will pop up a window about a BP compile error. This is also an easy "fix" so let's get rid of the issue right away. NOTE: Since the engine is under constant development, this can happen. As nodes get refined or refactored, little bits of functionality can get moved around. so, nothing is really changing, just a slight difference in how the data is getting passed around. The BP in question is BP_I_OpenableProp. In the TryStartMontage Function make these two quick fixes: (you can use the compiler results pane to click on the errors and find the unhappy node.) "Make MotionWarping Target" Node - Drop down a new "break transform" node. Return Value from "Make Transform" goes to in. Get the Location value and connect that to location "in" on the "MotionWarpingTarget". to get location, feed into "Make MotionWarping Target" Node - Copy Name Value ("OpenProp") from "Add or Update Warp Target" Node and paste in in the name slot of the "MotionWarpingTarget" Node. - R click on the "Add or Update" node to refresh it, remove the old Name slot and get rid of the compiler warning. - Recompile BP in the main toolbar. Should be good to go. Hope this helps. Cheers, Pete
Alex J
I have not used the project and in a while as i took a break from unreal and now im coming back and see you have updated the project a few times. it all looks really good jakub. Thank you for your hard work and i hope you continue.
Vamuse
I didn't realize being a good developer meant belittling and gatekeeping people who aren't as technically savvy as you...
Jakub W
Well, hard to say. I am currently working on full compatibility of the IWALS project with the UE5.2 engine. For me, it requires much more changes, due to the fact that the project is related to 4 other projects that also need changes. I think the initial goal of the next versions is to change the "Rope Swing" system, improve the "Stealth Finishers" and try to add the "Better Cables" plugin to the project.
Jakub W
Yes, its working. But you need to replace plugins files (More info in post).
Jakub W
I think it's enough to read the part of the post about the plugin.
Tru dIE
how did you do it?
Danilo Ramscheid
because ue is not only for you, u did this in 2 minutes and wasted 2 minutes to come here talk shit, take care of your business
Hackhammer
@Everyone, I don't get it why do you bother with game development if you cannot fix manually a few compilation issue in the Plugins. For me, it took 2 mins! I could run the whole package with latest UE5. @Jakub you are doing a great job!
Chrix Bedard
I'm confused, is it working for 5.2 or not?
Jakub W
Therefore, a change of plugins files is required. Everything is described in the ------> INFO About Plugins section. Plugins have not yet been prepared for version 5.2, but they will appear soon.
Nicolas Choukroun
Damn, it is still for 5.0??? Plugins are doing too many errors. Unusable, I cannot even run it.
Nicolas Choukroun
Wow amazing news!!!
Ahmad Jadallah
Thanks Jakub, can you please share with us what is your roadmap for this year at least? It would be really helpful in our planning.