You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
This is the final release for Unreal Engine 4.26, 4.27 and 5.0 Early Access. All future releases will require Unreal Engine 5.0 or later.
Notable Changes
Split the ABP_Als animation blueprint into separate linked animation blueprints.
Added a Blend Poses by Gameplay Tag animation graph node.
Eliminated the need for many animation montages for proper locomotion actions blending with overlay states.
Incorporated new UCharacterMovementComponent features introduced in Unreal Engine 4.26 into the UAlsCharacterMovementComponent for better movement synchronization over the network.
Replaced the EAlsLocomotionMode enum with Als.LocomotionMode gameplay tags.
Replaced the EAlsLocomotionAction enum with Als.LocomotionAction gameplay tags.
Reimplemented mantling as a root motion source for better movement synchronization over the network.
Moved settings from AAlsCharacter, UAlsAnimationInstance and UAlsCamerComponent into separate data assets.
Skeleton
Added separate animation slots for standing and crouching turns in place.
Renamed the FullBodyAction animation slot to FullBody.
Renamed the GaitAmount animation curve to PoseGait.
Animation Blueprint
Added correct reinitialization of any time-dependent animation instance variables if it haven't been updated for a long time or if this is the first update since the start of the game.
Removed caching of some variables inside the animation instance because the animation blueprint can instead read them directly from the character.
Bone Manipulation
Added spring interpolation for foot and pelvis offsets for smoother pelvis movement, especially when walking up stairs.
Added support for character teleportation with active foot locking.
Fixed an issue with foot locking when the animation blueprint hasn't been updated for a long time.
Fixed an issue with foot locking when standing on rotating objects.
Fixed an issue with foot locking when crouching and uncrouching.
Fixed an issue with foot locking when trying to move after landing.
Character
Added view rotation interpolation on simulated proxies for smoother rotation under poor network conditions.
Added support for different character mesh scales (uniform scale only).
Improved EMovementMode related logic.
Refactored character rotation logic.
Make sure all 180 rotations will be counterclockwise rotations.
Fixed incorrect application of local character rotation on autonomous proxies.
Fixed an issue with character rotation on the listen server and simulated proxies.
Fixed character immobility issue in custom movement mode (@a-sennov contribution).