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December 1, 2020

Interaction With ALSv4 - Ver 1.2


Comments (35)

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dalikdik · November 29, 2021

how to download this? I saw AI for this and i want to see the sample project, the link is dead

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K R · May 9, 2021

can you make this downloadable again? I would like 4.24 ver, thanks

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Radovan Zákutný · September 30, 2021

I also pay and link not work ... :(

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Sipion · January 16, 2021

Amazin stuff you managed to develop, Thanks a lot ! Quick dumb question, how you assigned Patrol Paths to a ALS_AnimMan_CharacterBP ?

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Belphegor · January 11, 2021

New & Enjoying the project so far, but have a twoish questions if you got the time. One being how can you make it to where you hang from cube ledges like Zone holds(not auto pulling up onto ledge), and can drop/fall after getting on a zone hold. Other being how to either add or edit interactable items, I attempted edit the box got it to spawn to what I wanted, but goes to old box after pickup. I newb lol, but even just a direction to go would help.

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Jakub W · January 12, 2021

To get the different items added to the actors to box or barrels you will have to make a few changes to ALS_BaseCharacter_BP. In the screenshots I presented what should be added. https://snipboard.io/73IFs1.jpg https://snipboard.io/V8bDaT.jpg https://snipboard.io/17KPJU.jpg https://snipboard.io/wztcES.jpg

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Rachata Suksereekul · December 27, 2020

Hello, how can I disable the climbing system?

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Jakub W · December 28, 2020

Find climbing components and break links from BeginPlay , Tick events , and delete linked anim graphs from base animation blueprint. A more accurate way to remove the climbing system is to remove the climbing components from the ALS_BaseCharacterBP blueprint , but you will also need to delete all references to these components.

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Marvin Washington · December 21, 2020

LogScript: Warning: Script Msg: Divide by zero detected: 5030.795898 / 0 Script call stack: Function /Game/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/DLC_Climbing_Movement.DLC_Climbing_Movement_C:BlueprintUpdateAnimation Function /Game/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/DLC_Climbing_Movement.DLC_Climbing_Movement_C:ExecuteUbergraph_DLC_Climbing_Movement Function /Game/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/DLC_Climbing_Movement.DLC_Climbing_Movement_C:Update Variables For Moving Next Ledge Function /Game/AdvancedLocomotionV4/Blueprints/Climbing_System/Component/BP_DynamicLedgeComponent.BP_DynamicLedgeComponent_C:GetMovingLedgeTransitionAlpha LogSkinnedMeshComp: Warning: GetSocketByName(HandIK): No SkeletalMesh for Component(SkeletalMesh_0) Actor(ALS_AnimMan_CharacterBP8) LogSkinnedMeshComp: Warning: GetSocketByName(HandIK): No SkeletalMesh for Component(SkeletalMesh_0) Actor(ALS_AnimMan_CharacterBP8) LogSkinnedMeshComp: Warning: GetSocketByName(HandIK): No SkeletalMesh for Component(SkeletalMesh_0) Actor(ALS_AnimMan_CharacterBP8) LogSkinnedMeshComp: Warning: GetSocketByName(HandIK): No SkeletalMesh for Component(SkeletalMesh_0) Actor(ALS_AnimMan_CharacterBP27) LogSkinnedMeshComp: Warning: GetSocketByName(HandIK): No SkeletalMesh for Component(SkeletalMesh_0) Actor(ALS_AnimMan_CharacterBP27) LogSkinnedMeshComp: Warning: GetSocketByName(HandIK): No SkeletalMesh for Component(SkeletalMesh_0) Actor(ALS_AnimMan_CharacterBP27) LogSkinnedMeshComp: Warning: GetSocketByName(HandIK): No SkeletalMesh for Component(SkeletalMesh_0) Actor(ALS_AnimMan_CharacterBP30) LogSkinnedMeshComp: Warning: GetSocketByName(HandIK): No SkeletalMesh for Component(SkeletalMesh_0) Actor(ALS_AnimMan_CharacterBP30)

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Marvin Washington · December 21, 2020

hey guys anyone getting these yellow error warnings? I'm not sure why but sometimes my frame rage is like 20fps and I normaly get like over 60fps. Here are the errors i get.

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Brandmarks Group · December 18, 2020

Hi nice work! Any upcoming fix for climbing down error, the player does not get off once climbed up.

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Jack Waspe · December 16, 2020

https://youtu.be/Aw2VQjqaIsQ Integration is coming along nicely, the big issue now is that when the character equips a sword, the mantling stops working and there are some physics glitches. I've tried setting the sword's mesh to no collision, as well as setting the sword's collision settings for For_Climbing to ignore. Nothing seems to work. Any insight on the mantle check I'm possibly missing here? Error at end of video as well, no idea how to interpret it (not an ALS issue, I know).

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Jakub W · December 17, 2020

Unfortunately, I won't be able to help you with this problem. I have no information on how to attach the sword to the player's skeleton. In my case, when I included any object that had no collision, the physics errors no would appear. You can try to enable debugging mode in BP_DynamicLeadgeClimbing component by changing variable values. This way you can check if ledge detection is working properly. You can also enable 'Show Collision' to make sure there is no other unwanted object generating a collision nearby.

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Scott Austin · December 15, 2020

Hmmm. Still not possible to climb down. Pressing ctrl will drop the character (to its ragdoll death) but that's not what you want if you're trying to climb downwards. (EDIT: Actually I noticed that in some cases if you VERY carefully walk backward to an edge it will go into climbing mode. Detection needs to be pumped a lot. It would be best if you can run around, climb up and down over ledges, jump from ledge to ledge without having to worry about constantly falling so easily.) Also, how to replace the character? I mean I know the basic way, but when changing the Default Pawn Class in World Settings to the new character, nothing happens. It continues with the default ALS character. Is it set somewhere else as well?

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bestgj · December 7, 2020

add to the content:The Matrix apu。https://www.youtube.com/watch?v=WpRaPK5qjgs

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Neyt · December 6, 2020

Salut , Je suis Français , Débutant dans UE4 , je trouve le projet juste énorme Jakub W à fait un super job ! ça va m'aider à comprendre beaucoup de chose sur L'ALS .

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Blacksailsdive · December 5, 2020

Fellow patrons!!! Please tell me somebody has figured out how to aimdown sights in this project?! Cant use the usual ways because the weapons have no BluePrints!

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Yngmab · December 5, 2020

Hey man awesome job. i just downloaded the project a few hours ago and was looking at how stuff is set up. something that i cant figure out is when picking up boxes. Why is it that when i press "E" while standing next to a box or barrel, the interaction input action doesnt seem to get called but the action is still performed (picks up barrel/box) and then when im holding the barrel/box and press "E" Interaction Input Action gets called like normal.... Basically, Where is picking up box/barrel getting first called?

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Jakub W · December 7, 2020

If I understood everything correctly then your question is what is the location of the barrel/Box lifting system. Generally, the information about starting the interaction is initially derived from the "Player Input" graphs and then goes to the "Tick Event" See screenshots: https://snipboard.io/WmMJ9F.jpg https://snipboard.io/eV0ZgG.jpg

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TDzyne · December 3, 2020

This is awesome! It took me a while to add some weapons and change the character mesh, but It's a lot of fun! Nice work. Would you consider doing an overview video to show off the features? This thing is loaded. There are camera actors, lights, a car(that I can't figure out how to drive), music and all sorts of goodies. I have been breaking it down and figuring out the systems one at a time, but it would be helpful in learning how to make a new map if this stuff is explained verbally while you go through everything. Thank you very much!

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PhotoFPS · December 2, 2020

Sorry guys where is the written documentation?

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GorillaPineapple · December 3, 2020

right below the download link.

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GorillaPineapple · December 2, 2020

Great work on the documentation too Jakub. You are really killing this thing.

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MerriemWeebster · December 1, 2020

Great work, but I’d really love a change log so I can know what files to replace since I modify your code a lot

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Nick B · December 1, 2020

I think that's what all of the PNGs in the Overview 1.2 Version.zip are.

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Nick B · December 1, 2020

GorillaPineapple, have you tried pressing ctrl/crouch when climbing. it will drop. I'd like to be able to jump off midway too. Jakub W, this is amazing work!

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Nick B · December 1, 2020

Just realized it is ctrl, but that's not crouch by default.

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GorillaPineapple · December 1, 2020

https://ibb.co/tPMDjDP

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GorillaPineapple · December 1, 2020

Fantastic additions - and it looks like you stopped the leg stretching on input spam too? Amazing! A little feedback - is there a way to exit climbing other than a top ledge mount? I can't jump off mid way, nor can I exit at the bottom (floor) of the climb state. And, I notice in the new version the body actually penetrates the floor if you climb down. https://ibb.co/tPMDjDP

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Mattias Homde · December 1, 2020

yeah you should probably be able to jump off by facing away from wall and push jump

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Robson Franco Maciel · December 1, 2020

Thanks man!!!! s2

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Blacksailsdive · December 1, 2020

Great job, it looks good is there a secret to getting the sliding system to work?

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Jakub W · December 1, 2020

The Sliding system is not completely ready yet. Currently, it is start working when "Is walkable" from character movement return false. See video: https://youtu.be/XfHBR5zgYkU

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Mattias Homde · December 1, 2020

Awesome, thanks! Would be great with a little log of what's changed, fixed, added in different components, if not too much trouble :)

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MrMarStar · December 1, 2020

Brilliant! thanks about the falling system :)