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Added a skeleton asset action that can help set up all the necessary skeleton stuff: animation curves, slots, virtual bones, etc. It can be accessed by right-clicking on the skeleton asset -> Scripted Asset Actions -> Setup Als Skeleton.
Added the Als prefix to asset names to make it easier to distinguish them from game assets or assets from other plugins.
Simplified stance animation instances by removing some unnecessary state machines and layers that were used to organize the animation graph.
Fixed root motion not working properly on simulated proxies.
Fixed an issue with mantling on sloped surfaces (@ameaninglessname contribution).
Fixed mantling, ragdolling and ground prediction not working properly if the character is overlapped by something.
Animations
Configured the bLoop setting in animation sequences and blend spaces.
Skeleton
Updated existing blending profiles to include virtual bones.
Animation Blueprint
Set bAdditiveNode to true in Blend Multi nodes that blend additive animations.
Replaced the use of animation node functions with Call Function animation nodes.
Replaced some uses of the Blendspace Player node with Blendspace Evaluator.
Optimized UAlsAnimationInstance::RefreshLayering() and UAlsAnimationInstance::RefreshPose().
Improved performance by moving some thread safe blueprint functions to C++.
Fixed character getting stuck in ragdolling mode on clients due to UAlsAnimationInstance::FinalizeRagdolling() not being called in some cases.
Bone Manipulation
Refactored CR_Als.
Added Transient to UPROPERTY of non-input variables in control rig units.
Improved performance by passing input to Control Rig through a single structure rather than through individual variables.
Character
Added movement base support to the character.
Added a setting to inherit the movement base rotation when in the velocity direction rotation mode.
Added a setting to rotate towards the desired velocity when in the velocity direction rotation mode.
Reworked teleportation detection logic.
Reduced mouse sensitivity as the default value is too high.
Use the Scale by Delta Time input modifier with input actions instead of manually scaling action values by delta time.
Renamed the Als.RotationMode.LookingDirection gameplay tag to Als.RotationMode.ViewDirection to better convey the essence of this rotation mode.
Renamed FAlsBasedMovementState to FAlsMovementBaseState and moved it into a separate file.
Renamed RawViewRotation to ReplicatedViewRotation.
Removed VisibleDefaultsOnly from UPROPERTY of the AlsCharacterMovement variable as this causes duplicate properties to be displayed in the details view.
Removed the rotation lock feature as it has not been used for a long time and therefore there is no guarantee of its correct functioning.
Optimized some redundant component rotation changes and FQuat to FRotator conversions.
Improved performance by enabling USkeletalMeshComponent::bUpdateJointsFromAnimation only when it is really necessary.
Improved performance by using absolute rotation of the mesh component only when it is really necessary.
Fixed an issue with network smoothing when crouching while the root motion montage is playing.
Fixed crashes caused by not fully configured movement settings.
Fixed a potential crash when accessing UEnhancedInputLocalPlayerSubsystem.
Locomotion Actions
Fixed incorrect rotation of the mesh component at the beginning of the mantle when using absolute rotation.
Footstep Effects
Fixed incorrect rotation of the footstep particle system on the right foot.
Camera
Added movement base support to the camera component.
Added teleportation support to the camera component.
Added ignore of time dilation when controlling the camera with a gamepad or keyboard.
Improved performance by performing camera calculations only after parallel animation evaluation is completed.
Fixed incorrect parameters of the UAlsCameraComponent::SetPostProcessWeight() function.
Other
Added BuildPlugin.bat.
Refactored MetaSound assets and updated their naming style.
Updated the ALS_ENSURE() macro to include the latest changes of the ensure() macro and to properly support concatenation of string literals with the __FUNCTION__ macro and other similar macros.
Replaced the use of FVector with FVector3f and FVector2D with FVector2f in the settings variables.