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@Sixze Sixze released this 27 Feb 14:33
· 425 commits to main since this release

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).
  • Fixed editor crash inside AAlsCharacter::PostInitializeComponents() function.

Locomotion Actions

  • Refactored locomotion actions.
  • Added a change of the character's movement base during mantling to reduce foot locking glitches after mantling end.
  • Improved roll rotation logic to reduce lags in network multiplayer.
  • Removed Mantling and Ragdolling entries from EAlsLocomotionMode enum.
  • Fixed incorrect mantling interruption by other locomotion actions.
  • Fixed incorrect initial roll direction after landing.
  • Fixed an issue with character pose when transitioning from ragdoll to animation state.

Footstep Effects

  • Fixed incorrect footstep decal location in A_Als_Mantle_High animation sequence.

Other

  • Improved BP_SimpleMovingObject movement synchronization between clients and server.
  • Renamed the FAlsMovementState structure to FAlsGroundedState and moved some variables from FAlsLocomotionAnimationState structure.
  • Renamed the FAlsMovementAnimationSettings structure to FAlsGroundedSettings and moved some variables from FAlsGeneralAnimationSettings structure.
  • Renamed some Movement folders to Grounded.
  • Updated Playground level.
  • Fixed Linux and Android compilation issues (@Alex-G contribution).
  • Fixed Unreal Engine 5 Early Access compilation and packaging issues.