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Replaced legacy input system with the Enhanced Input plugin.
Replaced all sound cues with MetaSounds.
Improved support for Large World Coordinates.
Improved property access performance in linked animation blueprints by reading variables from the parent animation instance directly, instead of copying them in the game thread and reading the copies.
Moved thread-safe animation instance logic to the worker thread to improve game thread performance.
Use animation layer interfaces to dynamically switch overlay states at runtime instead of referencing them directly in animation blueprints.
Restored the original monolithic animation blueprint for cases where performance is top priority, since using linked animation instances comes with some overhead.
Replaced most of the remaining enums with gameplay tags
Reworked foot and pelvis offset logic for smoother character movement on stairs or sloped surfaces.
Added rotation of the character towards the last input direction when not moving in velocity direction rotation mode.
Fixed issues with foot locking and character rotation on the listen server or when Update Rate Optimization is enabled.
Suppressed "Trying to play a non-additive animation into a pose that is expected to be additive" warnings.
Skeleton
Renamed the FullBody animation slot to PostLocomotion.
Renamed the AimBlock animation curve to ViewBlock.
Renamed the AimManual animation curve to AllowAiming.
Renamed some virtual bones.
Animation Blueprint
Reworked view animation instance logic.
Improved layering.
Improved interpolation logic of some animation instance variables.
Use animation node functions instead of animation notifies where possible.
Simplified some animation state machines by using state aliases.
Slightly optimized the Blend Poses by Gameplay Tag and Blend Curves animation graph nodes.
Added separate animation sequences for dynamic transitions.
Fixed a crash when using the ShowDebug Animation console command.
Fixed an issue with movement animations that may occur during transitions to grounded states.
Fixed an issue with character pose when transitioning from jump to land state.
Fixed an issue with character pose when stopping at low fps.
Fixed an issue with knees when landing while aiming.
Bone Manipulation
Refactored CR_Als.
Improved foot locking teleportation logic.
Fixed noticeable leg stretching on movement start at low fps.
Fixed an issue with knees in foot IK when landing.
Character
Reworked view network smoothing and added support for smoothing on the listen server.
Keep the USkinnedMeshComponent::VisibilityBasedAnimTickOption setting unchanged, at least if it doesn't need to be changed for the plugin to work properly.
Exposed the UAlsCharacterMovementComponent::SetMovementSettings() function to blueprints.
Fixed glitchy character pushing by moving objects.
Fixed an issue with teleportation of simulated proxies.
Fixed an issue with view rotation initialization.
Locomotion Actions
Fixed character mesh jitter when rolling on clients.
Fixed very high initial ragdoll speed at unstable fps.
Footstep Effects
Fixed incorrect alignment of footstep effects on sloped surfaces.
Other
Renamed the ALSExample module to ALSExtras.
Added new objects to the Playground level to test foot and pelvis offsets.
Enabled the One File Per Actor feature on the Playground level.