About AGLS v2.0 (Probably final update*) [Update 17.09]
Hi everyone.
In this post, I would like to share the current status of AGLS v2.0. Unfortunately, the project is still in development. I decided to rework more mechanics than I originally planned, which has resulted in a significant delay compared to the intended release date. The main reason for the delay is a major rework of the Climbing System. Initially, I did not plan to make any key changes there, but sometimes when there is a small detail I am not satisfied with, it eventually turns into a much larger redesign. Because of that, for the past few days I have been working on AGLS for around 8–9 hours per day on average, trying to finish everything within a reasonable timeframe.
After completing the changes related to Dynamic Ledge Climbing, I would still like to update several additional elements. Here is the list of things I am still planning to improve:
Fully test the new weapon system.
Add a classic bow model (previously model has been marked as deprecated).
Build a loot drop system for HumansAI.
Reimplement the Torch System from scratch (In its current state, this functionality has been removed)
Add an unequip animation for the knife.
Improve the aiming system while in the Crawl state, including the ability to lie on the character’s back.
Potentially add the ability to use the flashlight while Crawling, or at least improve the blending if that is not possible.
I hope the delay will not be too disappointing.
The new planned release window is between 20.09 and 25.09.
Best regards.
Work on the new version of the project, v2.0, has been ongoing for quite some time.
At this point, I have reworked and significantly improved many weapon-related elements. Entire systems such as shooting, reloading, animations, etc. have been heavily changed - hopefully for the better.
I am also currently implementing some separate firearm-related mechanics:
The ability to carry more than one rifle.
A new GameMode that significantly changes the logic behind ammunition and weapon magazines. Previously, the rifle instance itself stored information about the number of magazines, which is somewhat illogical. In the new mode, it works the other way around — the player stores this information instead. This approach also comes with other changes, including the ability to loot individual bullets and then use them to refill rifle magazines. This is a much more survival-oriented approach. The idea came to me, and I decided it would be interesting to implement it 🙃.
I have also completely reworked all bow animations and replaced the bow with an entirely different model.
Below are some of the things I am currently working on or planning to implement, mainly changes and improvements:
Improve pistol animations, including overlay poses, reloading, recoil, and inspection.
Implement a revolver, most likely based on a model like this:
Add a new rifle model and an RPG.
Prepare variables for saving game data to .SAV files, such as inventory, health points, unlocked abilities, etc.
If there is anything you think would be worth adding or improving, feel free to mention it in the comments.
One thing I probably will not attempt is implementing a complete inventory system with a HUD. I have some difficulties working with Blueprint Widgets, and I also think there are already ready-made UI solutions available on FAB. However, I can provide a list of variables and functions that an inventory system should take into account.
The second thing is, of course, replication, which I do not plan to implement in this project.
Other than that, I am open to suggestions 🙂.
I plan to release v2.0 files for UE5.7/5.8 between 17/09 and 20/09
In the title of the post, I mentioned that v2.0 will most likely be the final major update for this project. After the release of v2.0, I plan to move to a new architecture based on the GASP UE5.8 project. This would mean using the UEFN skeleton as the base skeleton and replacing CMC with the Mover plugin.
Such a transition would effectively put AGLS 2.0 into maintenance mode, with the only future updates being bug fixes and updates for newer versions of Unreal Engine.
The new project based on GASP would be developed from scratch, although a significant amount of AGLS content would definitely be migrated over, including systems such as for example Climbing, Crawling, Swimming, orCovering.
I think AGLS is held back quite a lot by being based on the UE4 Mannequin, which, after all, has rather unusual proportions. In addition, this skeleton has some technical limitations, especially considering that Motion Matching works more smoothly and reliably with skeletons such as UEFN or UE5 Manny.
I will try to share more information about this after the release of AGLS v2.0. I hope this approach will be beneficial for the future development of my work.
Regards
UE5.7 - AGLS v2.0 Updated Weapons System | Two Rifles, Loot Ammo & More | Preview (YouTube)
Comments (80)
yo bro, can i get full access to v2.0 with the $18 subscription?
Bro when You are giving discount definitely purchase
Looking forward to the new version. 25 is here!
im also here waiting for it :3
If you need a professional QA Engineer / SDET to evaluate/test for you, I'd be happy to build a Test Pass and contribute.
I have to admit I am a little disappointed that the update is not ready. That being said it is only because this is such a great project and I was looking back I think the earliest version of this project was v1.2. Loved it then I appreciate the hard work you do and look forward to the update. Not that I expect you to add it but would love a order or control the companions. But that is fine I am slowly working that out.
Cool, I will re-subscribe to get it
Hoping to see this soon. Thank you once again for the wonderful work you have done.
Hey Jakup, why do you keep pushing the date back?
There is a bug with the AGLS 192. The footsteps are not playing if you make a child of ALS_AnimMan_CharacterBP.uasset and replace the possessed one in the demo lovel. reproducing is easy: 1- do a child of ALS_AnimMan_CharacterBP.uasset 2- remove the possessed BP in the default loaded demo level 3- drop the new child created, make it possessed (player 0) Now press play and listen carefully, some sounds are still here, but the footsteps surfaces are gone.
If you are using AGLS 1.9.2 with UE 5.8, then enter the path of any Metasounds folders in Project Settings > Metasounds > Directories to Register. Basically, UE 5.8 tightens the way some things are handled: "Unreal Engine 5.8 relies heavily on explicit configuration for automated registration and data-driven configuration workflows. If specific directories are missing, the registry skips them or fails to fully pull them into global class pickers." I didn't experience this until the UE 5.8 update, so I can't speak for AGLS 1.9.2 in UE 5.7.
I have no idea how to download it :/
This is just preview - sneak peek of version which will be released. U need to download older versions.
hello! i have several notices: 1. wil be fixed animation when rising door? it would look better to hold E key then repeatedly pressing it.. animation looks badly when you need to pressing it repeatedly. Animation where i need to get rid of zombies and pressing also E looks fine. so make it same way maybe? 2. what doesnt worked for me is taking hostages with R and L mouse button.. it worked for me only in precompiled demos.. 3. also have problem with ladders on the top of the building, when i want to climb down.. there should appear "press E key to climb down", when i quicky press S for backward walking and quickly W to not fall from ladder character stay in the air. 4. for sniper rifle with scope, there should be less sensitive mouselook, i dont know if its easy fixable now? 5. car cannot do damage to enemies 6. when I am near to the wall i cannot crawl 7. last thing which bugging me is when I press C key in the water. > I cannot control character then. i am writing about 1.9.2. DEMO But its nice template with lots of features anyway! definitly worth it.
Brother I have v1.9.2 in ue 5.7 I actually want to package it in mobile..... android.....I know the project is for windows.....but still is there any way for that?
is this possible to integrate into story framework 5?
Unfortunately, I am unable to answer that question. I have never used this tool, so I cannot say whether the integration with AGLS is straightforward.
hey brother can u create bow attack Human AI what you think in this idea
Hi. The idea is good, and it could indeed improve the AI to some extent, but I don’t think I would have enough time to implement such a concept at the moment. I’m still working on many other things, so I don’t plan to focus any further on developing the AI system.
Greetings! Thanks for your hard work! Reaching this milestone is HUGE! I first saw your project back in like 5.0 or 5.1 UE version, and watched your progress ever since. I'm wanted to use it for my game, but IRL stuff is hard and suck all my time - i downloaded 5.7 version a while back and almost started development, but then 5.8 version dropped with stuff i want to use, so i waited for proper 5.8 support. I saw your struggling with it and decided to wait (again lol). And now i guess i'll wait for your new project? Can you describe in detail what will change for common user? Like, i saw you talk about mannequin, but maybe something else? I guess it will be easier to handle and use or something? Besides, new version will redo some outdated stuff, fixing technical debt? So, do i wait for new version, making more 3d models, or i can start now with 2.0* version, losing something in future? Since it will be separate project, 'update' from 2.0.* to new project basically wouldn't be possible, am i right? And my suggestion and what i wait for in new project: 1. I like your project overall, but i want to do fantasy-style game. So i would've like to see more blueprint-like project, not game-ready project to adapt it to whatever users need. To have systems, not exact detailed solutions. Like... not having 10 full animated weapons, but 2-3 examples, a system, where you can, for example, take blueprint of sniper rifle, copy it, change model for magical wand, tweak damage/cooldown/recoil between shots, slap 3rd party animation on top of it, and here you go your wand. 2. For me main achievement and best part of your project is parkour system, interaction system, sound system and other stuff - that's what i want to see in first versions of new project. So character can move, jump, climb, slide through narrow places, parkour, interact with doors/storage. NPC... well... i probably need to do them from scratch, because style of the game will be different from the one you showed in your videos. Because movements is the base of every project and can be used anywhere. But weapons, NPC, stealth system can be vastly different from game to game. 3. As other guys said, flashlight and first person mode is also useful between many projects. 4. Although i said that NPC is not main focus, i would've like to see object-avoidance system between static (textures) and dynamic (NPC). Or entire physics engine of interaction, based on mass/speed (including delta mass/speed), for example if enemy throws a box at you. Or if you throw one enemy at another. 5. Vehicle system, well, depends. But if it's done in blueprint-like style, where user can swap car for carriage - it would've been incredubly cool. 6. Mount riding system (question mark?) 7. Modular system, where instead of one huge project, user can download parts of it, again, for example, i don't need NPC/AI part, cuz i'm doing them from scratch. Someone maybe wouldn't want to use mountain-climbing or rope system. Because just download solid project and deleting parts of it without studying every single variable for years and having less knowledge to spot the problems than you - can lead to huge disaster if someone deletes something important. So overall i'd like to see less of game-ready project, and more like solid but reliable bones here and there to paint them as you like. Because many of games will probably want to replace chunks of this project for their own style. Thanks again! I wish you luck finishing 2.0!
Hi. Thank you very much for your interest in my work. I really appreciate the fact that you have been supporting my work for such a long time. Regarding your message, I’ll try to address a few of the key points you mentioned or asked about. As for the new project, the amount of information I can share at the moment is still very limited. In the post where I mentioned moving toward a GASP-based architecture, I would currently treat the new project more as a future concept than something with a fully defined plan. At this point, I don’t yet have any finalized ideas regarding its development, structure, or which technologies I will definitely use. I will start considering these aspects some time after the release of AGLS v2.0 - Unfortunately, the release date has to be delayed because I decided to make significant changes to the climbing system's code; as a result, I’m now spending nine hours a day working on it to get it finished within a reasonable timeframe 🤕. I also do not intend to abandon AGLS overnight. For some time, probably a few months, there should still be smaller updates focused on bug fixes, performance improvements, support for newer engine versions, and similar changes. I would treat v2.0 mainly as the end of implementing completely new systems or heavily expanding the existing ones. I also plan to record a series of tutorials related to AGLS and create at least partial documentation. All of these decisions mean that the new project will be pushed further into the future. For now, I would like to release some version of it around the beginning of 2027, but whether that date is realistically achievable is difficult for me to say. From a technical perspective, unfortunately, I also cannot provide too many details yet. The new project will definitely be based on AGLS to some extent. One of my main goals would be to move to the UE5 or UEFN skeleton, because Motion Matching works much more smoothly with those skeleton structures. There are also factors that are less dependent on me, but which may have a major impact on my work. Examples include the continued development of UE5 and UE6. Should I move fully toward C++, or continue using Blueprint, which may eventually be phased out? Should I start looking more seriously into Unreal Animation Framework for building animation systems? In which direction will AI continue to develop, considering that it currently seems likely to become an increasingly standard part of the game development industry? These things are difficult to predict. If you would like to read more of my thoughts about the future of AGLS and the new project, you can also look through other Patron comments and my replies to them. The comments from 'JLockhart' and 'ccircuiter' may be particularly relevant in this regard, under this post.
Any word on when the 2.0 releases?
he wrote note here "I plan to release v2.0 files for UE5.7/5.8 between 12/09 and 16/09"
hey there dont know if anyone brought it up already or not but if we could have a way to change the fire rate and recoil manually i think that will give people who use the asset more freedom of usage
What software do you use to create your animations?
Im using Cascadeur
I love your creations, as i am downloading the project, can you explain a little bit why there can't be co-op ? Like no Multiplayer ?
Hi. Multiplayer is not supported because there is currently no replication implementation in either the C++ or Blueprint code. Of course, multiplayer functionality can be implemented in several different ways, and the code should generally be designed around the specific multiplayer solution being used. Even so, there are both easier and more difficult ways to manually add replication to a project that does not currently include it, but doing so requires a fairly strong knowledge of Unreal Engine.
Hello Jakub, i have few questions : 1 - Can this work seamlessly with unreal's game animation sample that has a metahuman playable character ( SandboxCharacter_CMC)? 2- Can it be easily integrated with some combat systems like combat fury ? 3- Is there any plan to add sword combat system to AGLS ? Thanks
Hi. 1) For this question, I assumed that the context is still AGLS rather than the new project I will be working on. In that case, the answer is no. There is no easy way to integrate GASP with AGLS. They are completely separate architectures. 2) I don’t have a specific answer to this question because I have never used CombatFury. However, I think the difficulty of integration mainly depends on your Unreal Engine experience. I do know that an integration was done by the user Clydiie some time ago: https://youtu.be/3C0m3QqslQw?si=k85WY1BU8i0is0SI 3) I definitely will not add such a mechanic to AGLS. As for the next project, it is still something I am considering at the moment.
Hi, have you considered allowing more flexibility in the melee system? For example, being able to modify the combat speed, the difficulty level (for bosses), have finishing moves, and perhaps have the option to change animations if we want to change fighting style?
Hi. I think these aspects are not that difficult to modify, even with the combat system in its current state. Combat animations are stored in Data Assets as CombatAnimSetup, so removing an animation from the database is not difficult. Adding a new one should not be difficult either, although in this case it is important that the animation has the appropriate attach bone configured. Elements such as PlayRate or StartPosition can be adjusted individually for each sequence or globally for all of them. After the release of v2.0, I plan to prepare a series of tutorials covering how to work with and modify the project. I definitely won’t skip the topics related to MeleeCombat.
Jakub as always fabulous work, and can not wait to get this version. And since you are asking for ideas, I have 3. I am biased on those 3 being what i need for my game but here they are: 1: Dead shot mode slowing time down while aiming or even going as far as Max Payne style slow dodge with aim 2: Dual Pistol mode 3: Quick shot from the hip, just one quick shot without pulling the pistol fully out. Also if I already posted this, I am sorry I did not see it here but wanted to say it.
Tnx brother love you sir you hard work
Enemies that occasionally throw grenades at the last place they saw you. This would help certain games prevent players from camping behind the same cover for too long and force them to reposition if they stay hidden for an extended period.
brother reply in brief BRO I REALLY APPRECIATE YOUR HARD WORK AND YOUR DEDICATION TOWARDS THE PROJECT BUT CAN YOU TELL ME THE DATE OF THAT NEW PROJECT THAT WILL BE COMING SOON I WOULD BE LIKE PURCHASE THAT PROJECT AS SOON AS POSSIBLE BECAUSE I LIKE THESE TYPES OF PROJECT AND AT LAST ALSO TELL ME THAT AT WHICH LIKE BY WHICH ENGINE AND PLEASE BRO TELL ME WHAT WILL BE DATE NOT LIKE EXACT BUT ONLY TELL ME LIKE WHATEVER YOU THINK AND ALSO IF IN 2027 IF I WANT TO START MY OWN PROJECT FOR THIS LIKE USING YOUR PROJECT I WANT TO MAKE IN GAME SO FOR MAKING AND GAME LIKE WILL THERE WILL BE MORE UPDATES OR DIRECTLY ONE UPDATE OR IT WILL FOR MAKING AND GAME LIKE WILL THERE WILL BE MORE UPDATES OR DIRECTLY ONE UPDATE OR IT WILL TAKE LIKE ONE UPDATE ONE UPDATE Later Hello Jacob bro I wants to ask you only that will there will be more better a walking animation and running animation while GTA 6 or GTA V like please tell me bro only this also tell me what will be the price of project I would purchase definitely
There was no need to spam me with messages. With this many messages, I’m not able to respond to every one of them within a few hours. Sometimes it may take a few days, and I may also occasionally miss some messages. Please keep that in mind next time. Regarding your questions, the new project based on GASP does not have any specific release date yet. However, I don’t think it will be released earlier than the beginning of January 2027. As for the engine version, it will use UE 5.8 and later 5.9. UE6.0 will be essentially a completely new engine, so without a proper migration tool, moving the project to it would not be possible. I also included a lot of information in my reply to JLockhart’s message. You should be able to find it below this post. You also asked about the animations, although I’m not entirely sure what you mean. I will be working with GASP, so the basic locomotion animation set for things like walking and running will generally come from that project. At the beginning, I’m not planning to build completely new animation libraries for those systems.
Great update, I'll take it, but if you can, also include shield, sword, and spear combat for ancient fighting setups and not just modern ones, since we also have a bow. Thank you!!!!
Hi. In AGLS v2.0, the available weapon types will remain the same as in previous versions of the project. However, if you meant the new project, then yes, I am considering adding those types of weapons. The main challenge will probably be the animations, but we’ll see whether I’m able to implement them.
Hi Jakub, in the upcoming updates.. can you add ADS to the rifles.? Great work mait, AGLS is worth every $$
Hi. Sorry, but unfortunately I’m not sure what the ADS you mentioned refers to. Is it a specific weapon model? If so, then in the case of rifles, the list of available models will most likely remain unchanged.
Hello Jacob bro I wants to ask you only that will there will be more better a walking animation and running animation while GTA 6 or GTA V like please tell me bro only this also tell me what will be the price of project I would purchase definitely
Will there be a bug fix for the MetaSounds not working in UE 5.8.1? Primarily walking and running footsteps, but other sounds drop out randomly, as well, such as punches and rifle/pistol shots. Edit: Solved. Enter the path of any Metasounds folders in Project Settings > Metasounds > Directories to Register. Basically, UE 5.8 tightens the way some things are handled: "Unreal Engine 5.8 relies heavily on explicit configuration for automated registration and data-driven configuration workflows. If specific directories are missing, the registry skips them or fails to fully pull them into global class pickers."
Hey Jakub, could you add the ability to use the flashlight while in the prone position, please? It would be really useful to have the flashlight available regardless of the player’s stance.
Hi. I’ve added the flashlight-related functionality you mentioned to my list. However, I’m not sure whether I’ll be able to fully implement it, as it may be more difficult than it looks. Still, I’ll take a closer look at it.
Sorry, i am late to the party here. I know you can't compile on a mac but does it run in editor on a mac?
Hi. Unfortunately, no. By default, it is not possible to run AGLS in the editor on macOS. You would have to manually make the necessary changes to the C++ code for this operating system to open this project.
Thanks so much for this project. Much appreciation although i have noticed that you did optimise every single node compared to other templates because it firmly runs on my dell e5450. I haven't bought the project yet but a fellow friend did and i loved it... Thanks G most of us solo devs love this types of examples.. i wish you would at least work on the ai related to weapons coz its a bit challenging
Would it be possible to add a proper first-person camera system to AGLS v2.0? Ideally, something fully integrated with the existing locomotion, interactions, climbing, weapons, and other AGLS mechanics, with support for switching between first and third person. I think this would make AGLS even more complete and useful for projects that want both perspectives. Thank you for all the work you’ve been putting into AGLS. It’s an amazing project, and I really appreciate the effort and attention to detail you’ve invested in it. 🙂
Hi. I can consider adding such functionality, although it is not a priority for me. When designing my systems, I have never really taken first-person camera support into account. Unfortunately, I’m also not entirely sure what the best approach would be — for example, how to calculate the camera transform relative to the character’s body and head orientation, how to properly limit ControlRotation, and so on. I’ll add your suggestion to my list, but as I mentioned earlier, it is not something I currently consider a priority. Best regards.
Super excited for the next update, any chance on possibly adding a wall rappel mechanic?
Hi. I understood your suggestion as meaning that the player should be able to use a rope to lower themselves down while staying close to a wall. If that is what you meant, then this functionality is already available in the project. The RopeSwing system allows the player to lower themselves or climb up the rope. To do this, you need to hold Shift + W/S. The main issue here is the animations, which are currently missing for this particular case.
Appreciate your effort and all that hard work you put into this project ! Its gettin better and better every time. I have two questions. Will there be some kind of Inventory UI for the Backpack, the rifles, amo and other usable items insted of the wheel ui ? And my second question is, do you may implement a FPS / TPS switch mode like in older versions ? When i remember correctly there was a build with this function but im not 100% sure, This would ne amazing.
Hi. Regarding adding some kind of user interface, I don’t plan to focus heavily on that aspect. I mentioned this in the post itself. I simply don’t feel particularly good at UI design, and its proper appearance is also a very individual matter. I can keep the FPS/TPS camera switching feature, but I don’t plan to focus much on this type of system either. Best regards.
Hi Jakub — really exciting news about v2.0 and the GASP/UEFN/Mover direction. I’m building a single-player action-adventure RPG on AGLS and I’m trying to plan around the transition rather than get caught by it. A few questions: 1. Any rough sense of timeline for the new GASP-based project? Even a broad range (months vs. a year+) would help me decide whether to start on v2.0 now or wait. 2. When you migrate systems like Climbing, Swimming, Crawling, and Covering to the new project — do you expect to keep the same component structure and interfaces (ALS_PlayerCharacter_BPI, ALS_Character_BPI, the component boundaries), or is it likely to be a redesign? I’m writing a bridge layer against those components, and knowing whether the interfaces survive tells me how much of my work carries over. 3. Do you plan to keep supporting AGLS v2.0 for a while — bug fixes and engine version updates — while the new project matures? Trying to gauge how long v2.0 stays a safe foundation. 4. For the new project on Mover: how are you planning to handle the traversal systems that currently drive CharacterMovementComponent? Custom Mover movement modes, layered moves, or something else? Curious whether you’ve hit the root motion differences yet. 5. Would the new project be a separate purchase/tier, or an update for existing AGLS supporters? A couple of suggestions since you asked: from my side, the most valuable thing would be keeping traversal components as decoupled from the character class as possible — interface-driven, no hard casts — so people integrating with other frameworks (GAS-based RPG systems, combat plugins) can attach them to their own character. Also, if the GAS layer stays optional/pluggable rather than assumed, that makes integration with existing ability systems much easier. Thanks for all the work on this — it’s an impressive project.
Hi. I’ll try to answer your questions in a few points. 【𝟭】 The timeframe I would like to aim for to finish AGLS v2.0 is somewhere between 12/09 and 16/09. After release, there will almost certainly be some fixes needed for bugs/issues that I did not catch myself. Because of that, there will probably be a v2.0.1 and possibly also a v2.0.2. In that case, I would likely continue focusing mainly on AGLS until around mid-October. In the meantime, I would decide what direction the next project based on GASP should take and start working on it. How quickly I could release the first version of the 𝘕𝙀𝘞 project depends on many factors, including: • whether the base classes are built primarily in C++ or Blueprint, • learning the Mover system, • deciding whether the entire project should remain replicated — if so, that will require more work, • deciding what the initial version of the new project will actually include. A lot of elements will come from AGLS, but it most likely will not be a 1:1 copy. Estimating a release date is quite difficult at this point, but I don’t think it will be earlier than the beginning of 2027. 【𝟮】 It’s difficult to say, but classes such as interfaces will definitely change. Most importantly, they may be rewritten in C++, together with the declarations of structs and enums. This seems to be the direction Epic Games is moving toward. I have already experienced some of the problems caused by declaring enums as Unreal Engine assets, especially in the context of State Tree. The new project will rely heavily on C++, because I now feel that I have enough knowledge to safely build systems this way. However, I do not intend to create systems that are completely hidden from Blueprint. Access to variables, the ability to override certain functions, etc, should remain available. Unfortunately, these changes will also mean that the new project will differ significantly in architecture compared to AGLS. 【𝟯】 In short, yes. As I mentioned earlier, there will definitely be bug-fix versions as well as updates for newer versions of the engine. 【𝟰】 At the moment, my knowledge of Mover is still quite limited. I experimented with it a little in GASP some time ago, but I didn’t understand much of it at the time. I’ll try to learn it as quickly as possible, but for now I can’t provide much more detail regarding this point. 【𝟱】 It will be a separate project. Integrating these changes into AGLS would be far too difficult to simply call it a 'major update'. Even switching to the UEFN skeleton alone would already be a significant challenge.
Can you tell me will that would be final and when it will be launch of gasp can you not exactly but tell the like only date
Hey brother when you are giving discount for this agls and I also wants to ask one question that in version 2.0 will there will be like GTA like animations walking like slowly like Michael or which one would be better this agls is final if you are going to tell then I am littlely going to purchase the membership bro please tell me Like whatever so may like animation like a smoke like Michael like and everything so like perfect like mostly, like GTA I like and the punching animation would be like latest and everything should be fine and like very machin I would pay 20 or 30 dollarswhatever $
Hi. The elements you’re referring to mainly comes down to having the right animation library. Walking slower than the default Gait = Walk is something I would like to add, but I don’t currently have a suitable animation set for it, and creating one would require a lot of time. For Motion Matching to produce correct movement (especially with the UE4 skeleton, where it is more difficult to achieve) you need a fairly large animation library, including Loops, Starts, Stops, and Pivots in 8 directions. Because of that, this concept is not something I’m planning to implement at the moment.
Thanks a lot for this great template. Please some minor issues : - On crawling, zoom on sniper does not work. - On climb edges, space key is working well but not joystick one - Human AI shoot only horizontal, if the controled player is up on a box AI shoot the box Thanks
The problem with sniper rifle while crawing its true 😅. I'll work on it.
If I download them while I’m a member, do I still have permission to use them after my membership expires, or is usage limited only while I’m subscribed? Just want to be clear on the licensing terms. Thanks!
Hi. If you use the project in accordance with the terms specified in the license, canceling your subscription does not change those usage rights. You can continue using the project. However, if you want to download files containing bug fixes or updates for newer versions of the engine after canceling your support, you will need to renew your subscription.
I’d like to implement a mechanic where the player can run over enemies and zombies with a vehicle, with damage dealt depending on the vehicle’s speed.
Vehicle-related mechanics are not my priority, but if I have enough time, I can try to add a similar system.
Hi Jakub. As always, great job and thank you for your efforts! As for suggestions about AGLS 2.0: Could you please refine your beam swinging logic? You said earlier that you abandoned it, however I am very eager to use it. It is still working but have some problems. For example, could you make jumping off it more smoother and intuitive? Like spacebar both for jumping to another beam and for jumping off forward
Hi. I'll add your feedback to my list. I think I can improve this.
could you maybe make the weapons more detailed and less low poly, i know its a strange request but when i folowed your video on how to change gun mesh, but for me when i reload, the mag stays in the gun. also some other thigns that might make it more polished is. 1. in prone make it so you're character does a 360 when turning instead of your entire body turning 2.. add multiplayer relpication, i know this is the hardest one by far but if you could pull it off, i promise you way more peple would buy this project 3. update the UI, stuff like the health bar and the gun ui feel bland and basic anyways i love this project and it's incredible what you've achieved, these are just my personal opinion!
Hi. The points you mentioned are mainly related to visual/graphical aspects. Regarding Crawling, I’m currently working on expanding that system, so I’ll try to implement a similar mechanic to the one you described. As for point 2, that is definitely not something I plan to implement. Point 3 is largely dependent on the individual user of the project. I generally avoid creating complex and polished UI because it’s not an area I’m particularly good at.
Sounds cool as mate! Just purchased and loving it so far. You said to leave suggestions in comments, one thing I would really love to see is more prone functionality, full 360 rotation like tlou
Hi. Walking backward or sideways without rotating the capsule toward the movement velocity is quite difficult to implement, primarily due to the large amount of animation required in Motion Matching. However, I would like to add features such as a quick 180-degree turn while aiming, as well as the ability to turn onto the character’s back in different directions.
Looking forward to AGLS 2.0, but even more to the future with the use of GASP. Will the new UEFN version still be called AGLS?
Thanks. I haven't decided on a name for the future project yet. I'm also still considering what direction and style the next potential project will take.
Like whatever so may like animation like a smoke like Michael like and everything so like perfect like mostly, like GTA I like and the punching animation would be like latest and everything should be fine and like very machin I would pay 20 or 30 whatever $
Only want to ask whatever I want to pay for the animation for new scratch when you are developing from new UEFA of gasp animation
Hi. I don't know that yet. The price may be the same as for the AGLS project, and if not, the difference shouldn't be significant — it shouldn't exceed $17.
If you’re going to rewrite everything from scratch, these would be my recommendations: 1. Most importantly: stop using Blueprints. At the latest Unreal 6 event, even Tim Sweeney and others talked about how unnecessarily complex Blueprints have become and how difficult they are to maintain and understand. There were also indications that their role may be significantly reduced or changed in future versions of Unreal. Avoid building the core architecture around them. 2. Use Unreal’s core systems as much as possible. GASP looks promising, but I wouldn’t build the entire framework around it or depend on it too heavily. Treat GASP more like a provider or interchangeable layer, and design the architecture so it can easily adapt to newer Unreal systems in the future. 3. Use as few Unreal Data Assets as possible. Keep the main logic and data flow on the C++ side whenever possible. This should make it much easier to follow Unreal’s evolution and adapt the framework to future engine changes. 4. Build your own editor windows. Instead of spreading the framework across Unreal’s default editor interface, create a more centralized and organized UI specifically for the framework. Manage critical workflow connections yourself, such as asset mappings, animation assignments, configuration, and other dependencies.
Hi. Thank you for your feedback. I agree with you on many of the points you mentioned in this message, although I think some of them may be difficult to maintain or implement. I don't think completely abandoning Blueprint is the right direction. It is a convenient and readable tool that allows you to prototype very quickly and build complex systems. However, it is true that its performance compared to C++ is quite poor, which is also why AGLS is now heavily based on C++. I'm not sure whether Epic Games is moving in this direction mainly because of performance, or whether these decisions are influenced more by AI. Writing code is probably much easier for AI than creating visual scripts. I also haven't used Verse yet, so I don't have any experience with that language. The architecture of UE6 is expected to differ significantly from previous versions of the engine. The base class for objects placed in a scene will no longer be AActor, and it seems that Epic intends to move toward an architecture somewhat more similar to Unity. I would start the new project based on GASP before UE6 is released, so using Blueprint and AnimBP will still be necessary. AnimBP is also expected to eventually be completely replaced by UAF. UE5 already contains some parts of this system, but at the moment they are not suitable for production use. Without a proper project conversion tools from UE5 to UE6, UE6 could essentially be treated as a completely new engine rather than simply the next version. In the new project, I would also definitely start designing the base classes in C++. As I've gained more experience with Unreal Engine, I've realized that Blueprint is less suitable for this particular part of the architecture.
Hey brother when you are giving discount for this agls and I also wants to ask one question that in version 2.0 will there will be like GTA like animations walking like slowly like Michael or which one would be better this agls is final if you are going to tell then I am littlely going to purchase the membership bro please tell me please reply bro
Thanks a lot for you hard work ❤️
