The weapon_r bone doesn't actually exist on the ALS_Manny. It's the IK_Hand_Gun bone actually. I've heard they added some new tools to the IK Retargeter though? I haven't really checked. I seen in some video but I thought I saw something that allows you to constrain bones to other bones. Even if that's the case though the IK_Hand_Gun bone or Weapon_R whichever you choose to use would need to be manually adjusted on all of the animations. While the IK_Hand_Gun may not seem necessary I do believe on some of the poses they are actually rotating it to prevent the need to bend the wrist at extreme angles. You could transfer that to the Weapon_R bone though. Personally I prefer it over the old IK Bones.
Thanks for the explanation buddy. Love your videos by the way. I updated it using just an additive layer in the poses for weapon_r bone. It works well and avoid the need for a bunch of sockets 👍
@@PolygonHive hey man ,,,mabe a noob question :)) ...but how i play the upper body animation in the game anim sample ? ...(yes i added upper body on the anim, and yes i added the upper body slot in the animBP) but seomething seems to not work is not playing the upper body and still sliding :))
Wow dude. Not only is your work impressive. But your explanation of how the system works, how the mechanics works and why is probably the best I've seen on TH-cam regarding Unreal.
Imagine having a community version of the project where devs can continuously contribute to the end product... That would be wild! I really hope we see an emphasis at the very least on community versions of the project - uncharted, Hitman, hack n slash etc - just plug and play versions for users to bespoke into their own games seems to be the path forward atm
So nice of you to do this, I hope you update it when they release the new version. You are the other half of the package for what we need! Amazing! The most exciting feature that I hope they prioritize is implementing the new character mover 2 component so you don't have heavy de-sync when testing in multiplayer and the network emulation tool. (Currently with the stock cmc its not useable in multiplayer)
Thanks buddy! Yeah I will be keeping it up-to-date and adding some things to it. And yeah I would love a Mover 2.0 implementation but currently Motion Matching Trajectory is hardcoded to Character and CMC classes :(
Do you have any plans on doing a whole tutorial series of how to add more animations and layering systems? Creating working weapon blueprints, picking up items, opening doors, custom character imports and relinking, etc...?
awesome job, only thing id say to add is Prone crawling and prone rolling anims blended and it should be perfect for nearly any third person starter game content. Though only works for guns as a bow clips to much for prone so id say block prone or force hide bow when going prone.
the real treasure here is learning how to doit... cause then you can implement whatever you want (magic, melee, DOG PETTING) into your game. Thank you so much for the explanation. I hope yu continue directing the Motions Matching system, cause I've tried, and now I own a burn potato for a pc
Amazing work bro, I would love to see a Tutorial on how to add more overlay or modify them, like I love the stance while walking of the 2H gun, but while running the animation of the 1H looks way better, I would love to understand how to properly modify 2H to make it have the running animation of the 1H. Or add limping to the injured overlay, or something like a baseball bat stance with a hit animation, I have amazing ideas but as a beginner I don't know how to properly apply those and integrate them in a way I understand and can easily work with and the way you present it, you seem to have make it "very easy" to work with but my knowledge is limitated ahah Again, amazing work bro Epic should contact you if they didn't have yet
I will be making some tutorials on adding and configuring overlays, indeed it's pretty easy 👍 For now if you want the 1H run pose in 2H. You can just go to ABP_Overlay_Pistol2H and replace that pose in the details with the 1H one 😉
@@PolygonHive Could you please give a direction on how to do it? I've been struggling to add a simple reload animation without the character to stop haha And thanks for all, you inspired me to start learning unreal!
Wonderful work. Congrats! Here's a small tip. I noticed your crouch anims JIT load and stutter when you crouched for the first time. Open the DefaultLevel level BP and add your crouch DBs to the AllDatabases variable object array. Stuttering fixed!
Thanks for sharing! any plans on adding the first person camera like the one in ALS4? Will try to figure out how to do it on my own of course but any help to put me in the right direction will be appreciated :)
The camera system in ALS is pretty complex. It's using an AnimBP to control the camera. But I think that could be achieved in a more simple way. There are some devs on X and YT that already tried I think 😉
This is Amazing. Iv'e been waiting for someone to do a tutorial for this. One thing i think is missing for the ALS4 is the "roll" function when hitting the "alt" twice.
do you plan of creating some transitions between the states like blending bones or something like that? I think you didn't do that already because you are using different anim graphs
Yeah I will look into that. I know ALS-Refactored has something similar so I am planning to take a look there. But if we use some equip / unequip montages while switching items it wouldn't be needed
Thanks for this cool stuff! I get a problem with the gun attached, if I use the TwinBlast_ShadowOps model from the original sample pack. The gun, or the other stuff, attached to the r_weapon or l_weapon socket have a wrong transform. Also the gun seems to be at different transforms, depending animations. How can i fix this, so the gun is always attached to right transform so it fit the animations and hand on gun. Also I would like to have a death animation or ragtoll death and a hit animation, or even get the knowlege how i can add this the right way to the project. Thanks again for all your work and sharing it! You are the best :)
You're welcome and thank you for the support 🙏 For the gun socket, I am using the weapon_r bone with an additive layer in the animation poses themselves. If you check the poses you will se that there is a curve for that bone in the animation sequence. I am still trying to find a better way of doing this that would work seamlessly for all characters.
@@PolygonHive I am having exactly this issue and would give you my car if you can figure out how to make this work for all characters. 😆 I'm going to check out how you handled the additive layers and see if I can come up with some kind of magic formula. unrealdevop is a genius from what I can see. Maybe the answer lies within his DAO project.
I had a question that im sure you might know the answer to. When you are crouched near the wall, and hit spacebar while walking forward. The character phases thru the wall. How would I fix this? Is this simply fixed using a boolean like "canmantle"?
This is really friggin sick! Do you have, or do you plan on making any documentation to give an quick overview on what everything's doing, and what resources you have available and what they do? (For the curves especially.)
after looking around a bit, i noticed there is no turning anims for crouch inside the GASP side. maybe that is the issue with the crouched overlay tip. also, as a personal preference, i disconnected the movement stick mode select node inside get char gait and plugged straight to the full stick bool in the character bp to get more of an older blendspace type feel of motion, instead of having to press a button for walking, which, to me, also stiffened up the feel of the locomotion as well. but i'm going to look into the crouched 180's and see. just made the move to 5.4 today so can't make any promises, though not green to als at all so we'll see. :)
@@PolygonHive so i have added crouching tip and i feel i am | | this close to figuring it out. it wants to turn but something is stopping it from updating. it will update in the chooser to crouched tip but will get stuck and won't play unless you force update by pressing sprint or something. it will then turn and return to idle as expected each time you do this. not sure what's going on there. being new to this style of abp it's taking some figuring out to find the issue --- strike that, just figured it out, was missing a "should turn in place" node in mminterupt mode , i now have crouch turn in place working perfectly!!
@PolygonHive Hi, When I play video montage nothing happens, I set the group slots to the spine and also L & R arms slots but it does not play any montage, any idea how to fix? Thank you for your video.
Hi, first of all, amazing job! Thank You for Your contribution to UE5 society! I've got a question though. I've heard a lot about ALS being not too well optimized for games as it was mainly focused on the visual side than actually optimized one (probably hence there are several version of it, but as far as I know, each has some downsides). Is this still a thing in this case, though? I know the title says it's project ready but it surely depends on the point of view, haha :D Cheers!
Although ALS is not the most optimized asset it's still very usable especially the refactored versions of it. This is based on the Motion Matching sample and not using the base ALS system, only the overlay system from ALS and is more optimized 👍
This is awesome! One thing is I've noticed traversing while crouched seems to not work for me. I have fixed it in a vanilla GASP project. Another thing is traversing while having certain weapons equipped can look funky, wonder what's a good way to go about... have special vault animations? Temporarily make the character go into a neutral overlay state?
@@PolygonHive I just used whatever databases they have for their walks for the things that are missing from crouches for now haha The only issue with that is that you'll be walking for a second or two after vaulting/hurdling/whatever else they have while in crouch, but doesn't look too bad! Trying now to understand how to go about the weapon sockets/VBs on my Metahuman, my guy is a short narrow, so for him everything looks very uncomfortable haha
thank you so much. I tried to add a zoom in (+) and zoom out (-) mouse wheel event to the SpringArm. But for some odd reason the camera zoom doesn't work. Any idea how to do that with the project sample? thx a bunch
I already tested the system, it goes great, errors I found, when you crouch and walk and hit a wall or wall is transferred, there are times that does not feel fluid transitions, but it's looking great
Thanks! Crouch is still work in progress from Epic and will be updated in 5.5. I just plugged the in-progress animations to setup the overlay system for it in advance.
Thank you for sharing this project. I'll check this out. I'm quite sure that ALSv4 rig has no weapon bones. If so, you want to include weapon_r and weapon_l in the IK rig as retarget chains, and both skeletons, source and target, must have weapon bones. Alternatively, you can add a node transform bone inside the anim BP and apply the rotation offset. Or, worse, edit the anim sequence with an FK control rig, and add an additive layer with the desired rotation offsets, it can be a tedious process if you have many files to edit.
You're welcome! Yeah ALS doesn't have weapon_r/l it has hand_ik_gun bones but event those didn't retarget properly to the new mannequin. The node transform could be a nice solution 👍 I really really don't wanna go through FK control rig for all those poses ^^
You are a saint. Im wondering what the process to get these animations applied to other armatures. There are a few good tutorials on that but wouldnt the process be different for this system? Im not sure, a tutorialmwould be amaaaazing
Thanks mate! I think you can use the runtime retargeting features (copy/retarget pose from mesh) the project already has different characters that you can switch between ;)
How do we blend between the poses? As is it snaps to the new pose instantly without blending so it will be very noticeable switching between poses during gameplay.
Hey man! I'm struggling to figure out how to use this system for actual projects. As the entire system and the animation blueprints are built upon the UEFN_Mannequin, using the Fortnite Humanoid skeleton, importing any new character models and swapping out the meshes are simple, yet if you don't use a character using the exact same skeleton, the weapon will not be held in the models hands. For example, I tried swapping it out with the TwinBlast model, but since this model is larger/taller, the weapon is floating around and not in his hands. Is there an easier way to make this system work for other models at this point in time?
Hey! for the gun socket, I am using the weapon_r bone with an additive layer in the animation poses themselves. If you check the poses you will se that there is a curve for that bone in the animation sequence. I am still trying to find a better way of doing this that would work seamlessly for all characters.
Any chance of you providing a "tutorial" video detailing the steps you took a bit more in depth? I've been wanting to do something like this for some time now...
@PolygonHive Thank man, this is game changer! One quick question - i've added my own Melee idle pose, and melee block pose. First one the usual one, and is working. Block pose i've posted in the Aim logic. But somehow, whenether i use aim, the pose aren't changed, but the arm and the weapon is deforms and increases in size. What can be wrong?
nice work mate :) really cool :D just wondering about procedural edge detection ? if i remember correctly ALS had a way of dealing with all various heights of ledges to climb upon but in the anim sample they seem to use a an actual hitbox per edge is this correct ?. but would love to know more about this specifically thanks again for this :)
You are very cool. I would like to know now how to add an animation, for example, a pickaxe strike. And I would like to know how you made all these pose variations for a specific stance, like how you created so many animation files with the pistol, and so on. Thank you for your great work. And thank you for leaving so many comments on the blueprints, as I am just learning, and this is very helpful to me.
Thanks a lot for the support. I will be making some video on how to add overlays soon. For the poses I just make them in unreal directly. You can find some tutorials on how to make poses from animations or using sequencer.
Really cool setup! I downloaded your project from Github and can't figure out how to activate the ALS UI and overlays. The crouch is working though. Do I need to switch to another character blueprint?
do we have to retarget or adding ik bones for our own metahumans(tall)? i've been trying to copy paste body parts from my own metahuman to Kellan but it crashes after switching to him in PIE.
I've been playing with your project and i love it man, thank you so much! I was trying to make an AI blueprint use the animation blueprint of the sandbox character but it doesnt move with the animations. Any hint on that?
Hello there! thanks for sharing this project. I have a problema adding a ragdoll, hitting them makes fly around infinite, I think its something glitching with the game mode, did u try that? any advice? thanks in advance!
Hi, how can we use this where the character is left handed? Also, can we remove some animations, and how possible is it to switch weapons/states with a gamepad? (I'm new)
Left handed should be the same as right handed, you just need to attach items to the left hand. You can see how the Torch or the Bow are attached to the left hand. For the gamepad, the Q debug input for now is hard coded in the character blueprint, you can add another input for gamepad there. Look for OverlayGraph in the SandboxCharacter.
I've tried porting a lot of this over to 5.5 - i've got everything migrated but i must be missing something - ABP_LayerBlending doesnt seem to be doing anything, and not sure where to look. I can see the correct Overlay pose being selected just does not seem to be blending anything.
I was actually able to get this working finally - i was tripped up on adding the implemented interface in the class defaults inside of ABP_sandboxCharacter Works pretty flawlessly still. Need to fix the crouch but outside of that, thank you for your hard work!
I don't plan to have a full weapon system there, it's supposed to be focused on locomotion and animation but this should work with any existing gun system
There is an additive layer in the poses themselves for the weapon_r bone. It's a tricky one. I am trying to find a better solution for the next update ;)
It depends, if you want to do those the old standard way, it should be same as with any locomotion system. With Motion Matching it would require a bit more research.
There are some replicated version of GASP online you can look at. I am waiting for Epic to replicate Motion Matching properly before doing it in hacky way ^^
Could you please make a tutorial on how one can add a new overlay state to the character without messing anything up. Or is it just like adding an overlay state to ALS?
Absolutely great work! Thank you so much for sharing your project. I would like to inquire if you know how to avoid the shaking during the turn in place. There seems to be a little bug somewhere that makes the character turn smoothly. And....Sub! 🙂
@@PolygonHive Thx, I got this working (adding new stuff). For me, everything is a bit off (like bit right off of the hand(s). Where can I adjust the placement of the items? Haven't found it yet :O
@@PolygonHive Maybe this can help you. This problem goes even with a clean project from epic. There's a bug somewhere that I can't find. if you click on the mouse wheel to switch the camera, then turning left and right when aiming works
Omg..😮 this is super complex and very impressive 😅 i though id try add a new mesh like i managed to do in the original anim sample project but this is a completely different setup, over my head.😂 if you would consider a small tutorial at some point that would be amazing!
The project is finally ready! I hope it'll help you make some cool projects 😉
Don't forget to subscribe. There will be more cool updates coming!
Hello, do you have a discord?
DABFarrow
Hey no Discord yet but will be working on one soon 🫡
The weapon_r bone doesn't actually exist on the ALS_Manny. It's the IK_Hand_Gun bone actually. I've heard they added some new tools to the IK Retargeter though? I haven't really checked. I seen in some video but I thought I saw something that allows you to constrain bones to other bones. Even if that's the case though the IK_Hand_Gun bone or Weapon_R whichever you choose to use would need to be manually adjusted on all of the animations. While the IK_Hand_Gun may not seem necessary I do believe on some of the poses they are actually rotating it to prevent the need to bend the wrist at extreme angles. You could transfer that to the Weapon_R bone though. Personally I prefer it over the old IK Bones.
Thanks for the explanation buddy. Love your videos by the way.
I updated it using just an additive layer in the poses for weapon_r bone. It works well and avoid the need for a bunch of sockets 👍
Wow,you weren't lying. You relased it in exactly 1 week like you said. Great work!
Thanks buddy! Someone had to do it ^^
@@PolygonHive hey man ,,,mabe a noob question :)) ...but how i play the upper body animation in the game anim sample ? ...(yes i added upper body on the anim, and yes i added the upper body slot in the animBP) but seomething seems to not work is not playing the upper body and still sliding :))
Wow dude. Not only is your work impressive. But your explanation of how the system works, how the mechanics works and why is probably the best I've seen on TH-cam regarding Unreal.
Thanks mate !
This makes me so happy!!! Well done!
If you're happy, we're happy 😃
The legend himself!
Imagine having a community version of the project where devs can continuously contribute to the end product... That would be wild! I really hope we see an emphasis at the very least on community versions of the project - uncharted, Hitman, hack n slash etc - just plug and play versions for users to bespoke into their own games seems to be the path forward atm
So nice of you to do this, I hope you update it when they release the new version. You are the other half of the package for what we need! Amazing! The most exciting feature that I hope they prioritize is implementing the new character mover 2 component so you don't have heavy de-sync when testing in multiplayer and the network emulation tool. (Currently with the stock cmc its not useable in multiplayer)
Thanks buddy!
Yeah I will be keeping it up-to-date and adding some things to it.
And yeah I would love a Mover 2.0 implementation but currently Motion Matching Trajectory is hardcoded to Character and CMC classes :(
Do you have any plans on doing a whole tutorial series of how to add more animations and layering systems? Creating working weapon blueprints, picking up items, opening doors, custom character imports and relinking, etc...?
There will be an update to the project with the release of 5.5 and some tutorials with that. I am still trying to find solution to some painpoints.
awesome job, only thing id say to add is Prone crawling and prone rolling anims blended and it should be perfect for nearly any third person starter game content. Though only works for guns as a bow clips to much for prone so id say block prone or force hide bow when going prone.
Thanks! I will keep updating the project with more locomotion mode and stances over time 😉
This is truly amazing. Thank you for your dedication in integrating these two systems. You really saved me a ton of time. I can't thank you enough!
Thanks for the support! Glad to help 🙏
the real treasure here is learning how to doit... cause then you can implement whatever you want (magic, melee, DOG PETTING) into your game.
Thank you so much for the explanation. I hope yu continue directing the Motions Matching system, cause I've tried, and now I own a burn potato for a pc
I'll try to make a tutorial on how to add an overlay state to the system ;)
@@PolygonHiveIf you do I'll have to subscribe! Very much need this!
Amazing work bro, I would love to see a Tutorial on how to add more overlay or modify them, like I love the stance while walking of the 2H gun, but while running the animation of the 1H looks way better, I would love to understand how to properly modify 2H to make it have the running animation of the 1H. Or add limping to the injured overlay, or something like a baseball bat stance with a hit animation, I have amazing ideas but as a beginner I don't know how to properly apply those and integrate them in a way I understand and can easily work with and the way you present it, you seem to have make it "very easy" to work with but my knowledge is limitated ahah
Again, amazing work bro Epic should contact you if they didn't have yet
I will be making some tutorials on adding and configuring overlays, indeed it's pretty easy 👍
For now if you want the 1H run pose in 2H. You can just go to ABP_Overlay_Pistol2H and replace that pose in the details with the 1H one 😉
@@PolygonHive Doing configuring tutorials would be so helpful! Especially for custom characters. All the weapons/objects are off for my CC4 character.
@@PolygonHive Could you please give a direction on how to do it? I've been struggling to add a simple reload animation without the character to stop haha
And thanks for all, you inspired me to start learning unreal!
you sir have made lots of peoples lives easier. Thanks
Just doing my part for the community 🫡
You've explained things way better than any other person i've seen doing unreal tutorials. you have a gift to teach, sir. :) thank you for your help!
You're welcome and thank you for the kind words buddy!
Thanks a lot for your work mate. Read it all through and managed to get it all working in my project as well now
You're welcome! Great to hear :)
Dude... You saved my project A LOT with this. Thank you very much 🥹🙏
Great to hear that :)
How do I change the animations? I'm a beginner, if we could talk, it would be great.
I will try to make a tutorial soon 😉
I really want to learn what and how you done............... What an awesome work it was mind blowingly inspiring to me ....
Thanks, there will be some video with more explanations :)
I've been trying to do this myself to no avail. Thank you so much!
Glad I could help!
Wonderful work. Congrats! Here's a small tip. I noticed your crouch anims JIT load and stutter when you crouched for the first time. Open the DefaultLevel level BP and add your crouch DBs to the AllDatabases variable object array. Stuttering fixed!
Thanks! And thanks a lot for the tip ;)
This is sick! Nice work.
amazing! love this motion, you're a genius!
Thank you! 😊
Thanks for sharing! any plans on adding the first person camera like the one in ALS4? Will try to figure out how to do it on my own of course but any help to put me in the right direction will be appreciated :)
The camera system in ALS is pretty complex. It's using an AnimBP to control the camera. But I think that could be achieved in a more simple way. There are some devs on X and YT that already tried I think 😉
Damn, this is cool to see working. I am probably too deep to change now, but will consider it.
Thanks buddy! Yeah switching is not always the right decision depending on how advanced you are in a project.
This is Amazing. Iv'e been waiting for someone to do a tutorial for this.
One thing i think is missing for the ALS4 is the "roll" function when hitting the "alt" twice.
Thank you! That shouldn't be too complicated to add, it's just an animation montage to play ;)
do you plan of creating some transitions between the states like blending bones or something like that? I think you didn't do that already because you are using different anim graphs
anyway you did really a good job. Maybe one day epic will hire you as animator :)
Yeah I will look into that. I know ALS-Refactored has something similar so I am planning to take a look there.
But if we use some equip / unequip montages while switching items it wouldn't be needed
Thanks for this cool stuff! I get a problem with the gun attached, if I use the TwinBlast_ShadowOps model from the original sample pack. The gun, or the other stuff, attached to the r_weapon or l_weapon socket have a wrong transform. Also the gun seems to be at different transforms, depending animations. How can i fix this, so the gun is always attached to right transform so it fit the animations and hand on gun. Also I would like to have a death animation or ragtoll death and a hit animation, or even get the knowlege how i can add this the right way to the project. Thanks again for all your work and sharing it! You are the best :)
You're welcome and thank you for the support 🙏
For the gun socket, I am using the weapon_r bone with an additive layer in the animation poses themselves. If you check the poses you will se that there is a curve for that bone in the animation sequence.
I am still trying to find a better way of doing this that would work seamlessly for all characters.
@@PolygonHive I am having exactly this issue and would give you my car if you can figure out how to make this work for all characters. 😆 I'm going to check out how you handled the additive layers and see if I can come up with some kind of magic formula. unrealdevop is a genius from what I can see. Maybe the answer lies within his DAO project.
@WrathOfAl I didn't have to time to research it but I'll get it fixed for sure. In the meantime if you find anything, please share 🙂
I had a question that im sure you might know the answer to. When you are crouched near the wall, and hit spacebar while walking forward. The character phases thru the wall. How would I fix this? Is this simply fixed using a boolean like "canmantle"?
Crouch animations are still all work in progress and will be fixed with the future update to the Game Animation Sample with UE 5.5 👍
I basically love this video. This video is basically great. Basically, basicallyyy, bassaaaacccclllyyy...
Thanks man!
This is really friggin sick! Do you have, or do you plan on making any documentation to give an quick overview on what everything's doing, and what resources you have available and what they do? (For the curves especially.)
Thanks man!
So there will be a consequent update with 5.5 and I plan to release some tutorials and documentation with that 👍
after looking around a bit, i noticed there is no turning anims for crouch inside the GASP side. maybe that is the issue with the crouched overlay tip. also, as a personal preference, i disconnected the movement stick mode select node inside get char gait and plugged straight to the full stick bool in the character bp to get more of an older blendspace type feel of motion, instead of having to press a button for walking, which, to me, also stiffened up the feel of the locomotion as well. but i'm going to look into the crouched 180's and see. just made the move to 5.4 today so can't make any promises, though not green to als at all so we'll see. :)
Yeah crouch is still work in progress and has no turn in place for now 👍 interesting gait idea, I'll try that as well 😉
@@PolygonHive so i have added crouching tip and i feel i am | | this close to figuring it out. it wants to turn but something is stopping it from updating. it will update in the chooser to crouched tip but will get stuck and won't play unless you force update by pressing sprint or something. it will then turn and return to idle as expected each time you do this. not sure what's going on there. being new to this style of abp it's taking some figuring out to find the issue
--- strike that, just figured it out, was missing a "should turn in place" node in mminterupt mode , i now have crouch turn in place working perfectly!!
th-cam.com/video/lB_MV_aXpyY/w-d-xo.html excuse the animations, they don't line up to the uefn idle animation so they look a little funky
Love ur videos great for getting a little deeper dive especially as a noob
Thank you! Glad to help :)
i noticed that 5.5 has been released but still we do not have the 5.5 animation sample, maybe beacuase it's still in beta? the 5.5 version?
Yep it's still a 5.5 preview. Final version isn't out yet but shouldn't be too far
@PolygonHive Yeah, thought the same thing
wow nice. Can you make Motion matching sample + Horse Riding tutorials?
@PolygonHive Hi, When I play video montage nothing happens, I set the group slots to the spine and also L & R arms slots but it does not play any montage, any idea how to fix?
Thank you for your video.
I didn't experiment with montages yet but will do and if I find anything I will make sure to explain in a video ;)
@@PolygonHive That would be great if you could check that, I'm heavily under pressure in my project, and the same setup works fine in ALS.
waiting for the new video to grt released!!!! Cant wait to see some tutorials on it!!!
And I am waiting on the 5.5 update so bad to make the future videos ^^
Really amazing stuff! I can't thank you enough.
You're welcome 🫡
Hi, first of all, amazing job! Thank You for Your contribution to UE5 society! I've got a question though. I've heard a lot about ALS being not too well optimized for games as it was mainly focused on the visual side than actually optimized one (probably hence there are several version of it, but as far as I know, each has some downsides). Is this still a thing in this case, though? I know the title says it's project ready but it surely depends on the point of view, haha :D
Cheers!
Although ALS is not the most optimized asset it's still very usable especially the refactored versions of it. This is based on the Motion Matching sample and not using the base ALS system, only the overlay system from ALS and is more optimized 👍
Any Plans to update your great work with the GASP Version from 5.5? It would be amazing!
Yes I will I just need to find some time for it. I have many features in mind 😉
@PolygonHive boah, you are the Best! Sounds great!!😇 cant wait.
Thank you so much ! This is truly incredible :)
You're welcome 🙏
You are a legend !
Are you going to maintain this fork and keep it in sync with the ALS-Refactored project?
I will be maintaining it from time to time but it will not be related to any ALS project.
This is awesome! One thing is I've noticed traversing while crouched seems to not work for me. I have fixed it in a vanilla GASP project. Another thing is traversing while having certain weapons equipped can look funky, wonder what's a good way to go about... have special vault animations? Temporarily make the character go into a neutral overlay state?
Thank you! I am waiting for the official crouch animation setup to be done in 5.5 before spending more time on that :)
@@PolygonHive I just used whatever databases they have for their walks for the things that are missing from crouches for now haha The only issue with that is that you'll be walking for a second or two after vaulting/hurdling/whatever else they have while in crouch, but doesn't look too bad! Trying now to understand how to go about the weapon sockets/VBs on my Metahuman, my guy is a short narrow, so for him everything looks very uncomfortable haha
thank you so much. I tried to add a zoom in (+) and zoom out (-) mouse wheel event to the SpringArm. But for some odd reason the camera zoom doesn't work. Any idea how to do that with the project sample? thx a bunch
You're welcome! Never implemented that but there should be some tutorials online :)
Awesome work !!!!! will this be updated regularly?
Thanks! Yes there will be some updates but I am waiting for Epic to finish the base GASP with 5.5 and then I'll have some cool updates after that ;)
I already tested the system, it goes great, errors I found, when you crouch and walk and hit a wall or wall is transferred, there are times that does not feel fluid transitions, but it's looking great
Thanks! Crouch is still work in progress from Epic and will be updated in 5.5. I just plugged the in-progress animations to setup the overlay system for it in advance.
Thank you for sharing this project. I'll check this out. I'm quite sure that ALSv4 rig has no weapon bones. If so, you want to include weapon_r and weapon_l in the IK rig as retarget chains, and both skeletons, source and target, must have weapon bones. Alternatively, you can add a node transform bone inside the anim BP and apply the rotation offset. Or, worse, edit the anim sequence with an FK control rig, and add an additive layer with the desired rotation offsets, it can be a tedious process if you have many files to edit.
You're welcome!
Yeah ALS doesn't have weapon_r/l it has hand_ik_gun bones but event those didn't retarget properly to the new mannequin. The node transform could be a nice solution 👍 I really really don't wanna go through FK control rig for all those poses ^^
@@PolygonHive No problem, I'll see if I can find other options. Keep up the good work.
Huuuge respect !!
this is very generous! Thank you. Subbing now and hoping for more tutorial video!
You're welcome!
You are a saint. Im wondering what the process to get these animations applied to other armatures. There are a few good tutorials on that but wouldnt the process be different for this system? Im not sure, a tutorialmwould be amaaaazing
Thanks mate! I think you can use the runtime retargeting features (copy/retarget pose from mesh) the project already has different characters that you can switch between ;)
@PolygonHive Oh look at that, thanks for the new knowledge!
Awesome! Do the mechanics like catching a ledge while falling apply to the player controller now too?
If you're talking about dynamic mantling. That's not in the system yet but I am planning to add it.
@@PolygonHive Good to know. Thanks!
This is awesome thank you! also the UE GASP is 6 GB how did you make yours 400mb while adding more content?
I removed the heavy characters, Echo and Twinblast. Those take up a lot of space 😅
Good afternoon friend, can you do a step-by-step guide on how to integrate this system with Advanced Locomotion.
thanks
What are your thoughts for using this movement system for a top downish perspective with character looking at mouse on screen? Is this feasible?
Definitely feasible but maybe a bit overkill for such a perspective
Are theese animation network replicated like als refactored in github?
Not yet. It's hard to replicate Motion Matching without C++ and I want to keep this BP Only. But I will probably take a look at replication soon ;)
I'd be curious to see the difference in complexity and efficiency between this and a layered control rig approach (new with 5.4)
Never tried the layered control rig, I would be interested as well
How do we blend between the poses? As is it snaps to the new pose instantly without blending so it will be very noticeable switching between poses during gameplay.
Still looking for a solution to that. I'll check how ALS-Refactored did it 👍
Hey man! I'm struggling to figure out how to use this system for actual projects. As the entire system and the animation blueprints are built upon the UEFN_Mannequin, using the Fortnite Humanoid skeleton, importing any new character models and swapping out the meshes are simple, yet if you don't use a character using the exact same skeleton, the weapon will not be held in the models hands. For example, I tried swapping it out with the TwinBlast model, but since this model is larger/taller, the weapon is floating around and not in his hands. Is there an easier way to make this system work for other models at this point in time?
Hey! for the gun socket, I am using the weapon_r bone with an additive layer in the animation poses themselves. If you check the poses you will se that there is a curve for that bone in the animation sequence.
I am still trying to find a better way of doing this that would work seamlessly for all characters.
Absolutely amazing!
Thanks 🙏
Any chance of you providing a "tutorial" video detailing the steps you took a bit more in depth? I've been wanting to do something like this for some time now...
I will be updating the project with the release of 5.5 with some new features and will try to record more video when that happens. Stay tuned ;)
Great job. Maybe I missed it but is there a shooting animation? Recoil, etc.
Nope this is just a locotion system
The weapon offset in character is not good how to fix it?
@PolygonHive Thank man, this is game changer! One quick question - i've added my own Melee idle pose, and melee block pose. First one the usual one, and is working. Block pose i've posted in the Aim logic. But somehow, whenether i use aim, the pose aren't changed, but the arm and the weapon is deforms and increases in size. What can be wrong?
Most probably a additive ref pose setting thing in your pose. Make sure your pose sequence details are the same as the one of the other state ;)
nice work mate :) really cool :D just wondering about procedural edge detection ? if i remember correctly ALS had a way of dealing with all various heights of ledges to climb upon but in the anim sample they seem to use a an actual hitbox per edge is this correct ?. but would love to know more about this specifically thanks again for this :)
Yeah Traversal is not dynamic but I am planning on implementing that in the near future :)
@@PolygonHive very cool , look forward to seeing the implementation 😁🤝
You are very cool. I would like to know now how to add an animation, for example, a pickaxe strike. And I would like to know how you made all these pose variations for a specific stance, like how you created so many animation files with the pistol, and so on. Thank you for your great work. And thank you for leaving so many comments on the blueprints, as I am just learning, and this is very helpful to me.
Thanks a lot for the support. I will be making some video on how to add overlays soon.
For the poses I just make them in unreal directly. You can find some tutorials on how to make poses from animations or using sequencer.
Amazing job! Maybe a stupid question, but still. Is this for UE 5.4 exclusively?
Yes motion matching is only fully available since 5.4
Thank you very much for this fantastic Tool!!!!!
You're welcome !
Really cool setup! I downloaded your project from Github and can't figure out how to activate the ALS UI and overlays. The crouch is working though. Do I need to switch to another character blueprint?
It's hard coded to the Q button and mouse wheel up / down to scroll. It's in the CBP_SandboxCharacter OverlayGraph if you want to change inputs.
@@PolygonHive Thank you!
do we have to retarget or adding ik bones for our own metahumans(tall)? i've been trying to copy paste body parts from my own metahuman to Kellan but it crashes after switching to him in PIE.
I don't use metahumans much, sorry 🙏
I've been playing with your project and i love it man, thank you so much! I was trying to make an AI blueprint use the animation blueprint of the sandbox character but it doesnt move with the animations. Any hint on that?
Haven't tried AI at all yet but I may give it a go in the future 👍
Do you think Epic will come up with their own way of doing this also ?
Or it will be pretty much the same thing/approach ?
They said they have some nee layering tools in the pipeline but that's probably very far away
That's pretty cool, were you also able to get the sample character working with ai as well?
Thanks! Didn't try AI but there shouldn't be any issue with that. There are some other devs on YT that tried that
@@PolygonHive were they successful? I haven't found any posts about it
Hello there! thanks for sharing this project. I have a problema adding a ragdoll, hitting them makes fly around infinite, I think its something glitching with the game mode, did u try that? any advice? thanks in advance!
Didn't fiddle with ragdoll yet. But may try that for the next update coming with 5.5
Great Work, i loved the results ❤
Thanks! Glad you like it!
Hi, how can we use this where the character is left handed? Also, can we remove some animations, and how possible is it to switch weapons/states with a gamepad? (I'm new)
Left handed should be the same as right handed, you just need to attach items to the left hand. You can see how the Torch or the Bow are attached to the left hand.
For the gamepad, the Q debug input for now is hard coded in the character blueprint, you can add another input for gamepad there. Look for OverlayGraph in the SandboxCharacter.
Will you be making any updates now that 5.5 project is out?
I've tried porting a lot of this over to 5.5 - i've got everything migrated but i must be missing something - ABP_LayerBlending doesnt seem to be doing anything, and not sure where to look. I can see the correct Overlay pose being selected just does not seem to be blending anything.
I was actually able to get this working finally - i was tripped up on adding the implemented interface in the class defaults inside of ABP_sandboxCharacter
Works pretty flawlessly still. Need to fix the crouch but outside of that, thank you for your hard work!
I will be working on an update this weekend hopefully since I am pretty busy during the weekdays. But it'll be updated properly to 5.5
Did you manage to make aimoffset work? Mine doesn't follow camera properly, kinda jumps instead of following camera
It's working yes but there is a slight issue when using the free camera mode and then aiming. I'll get to that soon.
You are amazing bro! Are you able to do a tutorial on how to be able to make the guns shoot?
I don't plan to have a full weapon system there, it's supposed to be focused on locomotion and animation but this should work with any existing gun system
How do I use this package? I need it very urgently (thanks for your help)
can you please do a tutorial on how to add sprinting with this
Sprint in coming in 5.5 update. Once they release it I will update the project 😉
This.. INSANELY COOL!
Thanks!
thanks, appreciate your efforts
My pleasure!
How do I Adjust the items positions per character? Change the rifle to a shotgun
There is an additive layer in the poses themselves for the weapon_r bone. It's a tricky one. I am trying to find a better solution for the next update ;)
Amazing work! It would be cool to add melee weapons support.
I'll be adding some overlays soon 😉
How difficult would it be to implement ledge climbing, narrow path walking etc stealth style feature?
It depends, if you want to do those the old standard way, it should be same as with any locomotion system. With Motion Matching it would require a bit more research.
It's amazing!
Can this be replicated or will be?
There are some replicated version of GASP online you can look at. I am waiting for Epic to replicate Motion Matching properly before doing it in hacky way ^^
@@PolygonHive Motion Matching is Replication Ready in UE 5.5, finally! ❤
Could you please make a tutorial on how one can add a new overlay state to the character without messing anything up. Or is it just like adding an overlay state to ALS?
A cool update will come with 5.5 with some more videos ;) Stay tuned :)
Absolutely great work!
Thank you so much for sharing your project.
I would like to inquire if you know how to avoid the shaking during the turn in place. There seems to be a little bug somewhere that makes the character turn smoothly. And....Sub! 🙂
That's one of the things I am still looking at 👍
This is awesome, thx for sharing.
May be a stupid question; but how/where can I exchange the meshes for the blend? (sry, I'm new to the party)
You'll have to use the live retargeting system in unreal. You can find some tutorials on TH-cam for that 😉
@@PolygonHive I meant the weapon/knive and stuff.
Ah you can just replace the meshes in the sandbox character directly. But you may have to adjust pivot points etc
@@PolygonHive Thx, I got this working (adding new stuff).
For me, everything is a bit off (like bit right off of the hand(s).
Where can I adjust the placement of the items? Haven't found it yet :O
@@DeBaRe there is an Additive layer for the weapon_r bone in the poses.
You add your mesh as preview mesh and adjust the bone position
YOU ARE A CHAMPION!!!!!!!!!!!!!!
Thanks haha 🙏
This is very good stuff!
Thanks mate!
hello i gave a question, how to make your character only using the default animation style, like without rifle and all that stuff
Hey, there is a "Default" overlay which is the one without any overlay pose
@@PolygonHive yes but how to only use this One without giving possibility to use The others
will you going to make a punching / fighting system? thks
Not really but I'll make some tutorials later showing how that could be done ;)
When packing the game in shipping mode. When the right mouse button is pressed, the character does not turn in the direction of the camera.
Never tried packaging before, I'll check it out.
@@PolygonHive Maybe this can help you. This problem goes even with a clean project from epic. There's a bug somewhere that I can't find. if you click on the mouse wheel to switch the camera, then turning left and right when aiming works
Can I still use this in unreal 5.5? Kinda of a noob over here!
Still kind of new to unreal, how exactly do you implement or add this project after downloading?
It's a standalone project, you can just launch it. If you want to implement in your own project I think Gorka Game has a good tutorial for that :)
@Polygon Hive I would be very happy if I could get in touch with you because I have questions about your dungon poly game
Hey! That project has been on hold for sometime but you can send me an email. You can find my address in the about section of my channel ;)
That's awesome man, thanks you
You're welcome!
Omg..😮 this is super complex and very impressive 😅 i though id try add a new mesh like i managed to do in the original anim sample project but this is a completely different setup, over my head.😂 if you would consider a small tutorial at some point that would be amazing!
Normally it's not that different from the original project to add your own characters but I will be making some tutorials soon 👍
@@PolygonHive it was the same until i got to adding the retargeter name to the anim bp i couldnt find it anywhere lol
Master, will you add first person and walking mode?
Walking probably with 5.5. First person I'll give it a try but can't commit to that :)
could you do a more in depth video on how to add your own states
There will be an update to the project with the release of 5.5 and some tutorials with that. I am still trying to find solution to some painpoints.
There is a bug , foot is not correct on ground little bit down the floor . Which part of blueprint causing ?
The is no proper IK for now, once foot IK is implemented it should make that better
@ ok