AGLS v1.9.1 update release + UE5.8 Info
Hi everyone,
I recently decided to publish a new version of the AGLS project files, labeled v1.9.1. This update includes a number of fixes and improvements to both gameplay mechanics and bugs. I have listed the main changes in the post accompanying the project files.
I think it is worth updating from v1.9.0 to v1.9.1, as it contains several important improvements, including fixes and refinements related to PoseSearch.
The second piece of news concerns the recently released Unreal Engine 5.8.
I have not yet installed this version, which also means that AGLS has not been tested with UE5.8. At the moment, I am not planning to migrate the project to a newer engine version, and I will likely make that decision only after spending more time testing UE5.8.
However, I will try to prepare the C++ plugin code for UE5.8 so that opening AGLS in that version becomes possible. By default, when converting assets from UE5.7 to UE5.8, you will most likely encounter a info asking to automatically compile the C++ code, and that process will probably fail.
I do not expect the UE5.8 plugin files to be available before June 25th, but I hope to have everything completed by the end of this month.
Best regards.
Comments (18)
Hi Jakub, is there any progress with updating plugins for 5.8?
Hi. At the moment, AGLS v1.9.2 can run on UE5.8, but only partially. I've managed to compile the code, although I'm still working through several compiler warnings that need to be addressed. However, I've encountered some issues related to StateTree. I believe UE5.8.0 contains bugs in the StateTree plugin that prevent StateTree assets from compiling correctly. At the moment, I don't know how to fix this manually. As a result, HumanAI is currently unavailable in UE5.8, and the project cannot be packaged. That said, I'll be releasing the updated plugins soon and will make it clear that this is only a temporary solution.
Hey Jakub, thanks for the awesome work! I've been dabbling a bit with a version of 1.9.2 in UE5.8 and I was getting errors with footsteps metasounds, failing to properly play the second time a PIE session was started. The log showed: LogMetaSound: Error: Could not find graph with registry graph key 'External_None.72ADD4064ACFB1629270438A32A2C1B3_1.0, /Game/Audio/Foley/MetaSounds/MSS_FoleySound_Run_Dynamic/MSS_FoleySound_Run_Dynamic, 257677'. After some testing I've seen that setting the MetaSound variable au.MetaSound.DisableAsyncGraphRegistration to true has fixed the issue with sounds playing 100% of the time. However, as MetaSounds will no longer load async it could cause some hitches when a new sound is played. Hope this can help with the 5.8 porting if it comes, thank you!
Hi Thank you for the information. Today I finally managed to compile the AGLS code for UE5.8. I'm curious how you managed to get it working on your own, because by default the automatic compilation should fail with errors. In my case, I had to make several fixes to CablePhysics, although the biggest issue at the moment is the large number of warnings related to double/float conversions. Previously, I never paid much attention to whether I wrote floating-point literals as 0.1 or 0.1f, but now the compiler requires that distinction. The biggest problem, however, is what I've encountered with StateTree. I believe UE5.8.0 contains bugs related to this plugin, which prevent StateTree assets from compiling correctly. At the moment, I don't know how to fix this manually. As a result, HumanAI is currently unavailable in UE5.8, and the project cannot be packaged. I haven't noticed any major issues with the audio system so far, but thanks for pointing those out.
Hi Jakub, great job, I love it! I think it just needs the sword, spear, and shield combat to make it complete even for ancient or medieval warriors. I have Mac hardware with developer license too and I have not problem to compile and test it not only for Mac but on mobile too as IPhone and iPad and on Apple Vision. For Windows i can test on Android and Meta Quest 3
Hey Jakub. How're you doing? v1.9.2 was amazing! Please take your time. I'm sure 5.8 update will be worth it.
Heyyy, this might be irrelevant but is there a way to import any of the tiers to roblox studio? I just thought it would be a fun thing to try out.
Hello Jakub, the file keeps crashing
Your template makes me want to stop making my adults only game and work on an adventure game. LoL I won’t. But it makes me want to.
hey @jakub! am having problems with the project, where can i ask questions for trouble shoot?
Hi. If you still have a problem, questions about a project are best asked on Discord (especially if screenshots or a video demonstrating the issue are required). Alternatively, you can send me a private message on Patreon.
Hi, Jakub! Thanks for sharing these news. Sorry for off topic but can you please prepare a separate control rig for your als skeleton? For now it is pain for me to create new gameplay animations, virtual bones keeps stuck in the same place when I try to adjust controls in level sequence. Or maybe you have a hint for that?
Hi, I’d be happy to try and help, although I’m not sure whether I’ll be able to. From your message, I understood that you’re having trouble creating new animations for AGLS directly within Unreal Engine. I know Epic has significantly expanded this aspect of the engine, but unfortunately I’ve never really used those tools myself. I create all of my animations in the external software Cascadeur. The control over IK bones there - such as ik_hand_gun - is implemented really well. Unfortunately, I’m not entirely sure what the issue with Virtual Bones might be. Generally, there is little reason to animate them directly. VB bones are primarily used to provide the appropriate transformations of parent relationships relative to the "physical" bones. For example, if you were creating an animation for an Overlay State, then the bone responsible for determining the transform of the held item would be 'ik_hand_gun', and that is the bone your new animation should take into account. The Virtual Bones themselves should generally be ignored, since after saving the animation sequence they should assume their default transforms. I’m not entirely sure if that’s what you were referring to, though. https://snipboard.io/dGQn8R.jpg
Thanks for the v1.9.1 update, Jakub! Heads up in case it's useful for your 5.8 plugin work: I took v1.9.1 into UE 5.8 and (as you predicted) the auto-compile failed, but I got it building clean after three changes: - FTraceHandle injected-class-name issue in AISense_BetterSight.cpp - a dead -Werror return in SCombatAnimSetupTransport.cpp - adding "Mac" to WhitelistPlatforms in JakubAnimNodes.uplugin With those it compiles and opens in 5.8 with no Missing Modules dialog (including on macOS 26.5), in case Mac is on your radar. Still a few -Wdeprecated-declarations warnings to clean up. Happy to share more detail if it helps. Keep up the good work!
Hi, Thanks for sharing that information. What interested me the most, is the fact that you managed to run AGLS on a Mac. Could you tell me more about that? Specifically, do you have a Mac running Unreal Engine where you were able to launch AGLS? If so, I’d honestly be quite surprised. In that case, if possible, it would be incredibly helpful if you could share the Plugins folder containing your modifications. I’m a complete noob when it comes to this area, as I’ve never had any experience with Apple hardware 🙃.
Way to go! ❤️ Knew I held out on upgrading for a reason.
🙏🙏🙏
<3
