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  • 6 месяцев назадОпубликованоJakub W

UE5.5 - Adventure Game Locomotion System (AGLS v1.4) | Full 2025 Demonstration

A full and detailed overview of the AGLSv1.4 project, which has been in development for quite some time. The entire project includes a vast number of mechanics typically used in single-player adventure games, such as Uncharted 4. The project is largely based on Blueprints, but it also includes C++ code (currently consisting of six plugins developed by me). I estimate the ratio between BP and C++ to be approximately 65/35. The system as a whole is highly complex, so navigating its structure and implementing changes requires extensive knowledge of Unreal Engine. ▶ By default, animations are still created for the UE4 Mannequin skeleton. However, the project files also include real-time retargeting for the UE5 Manny skeleton (Manny has the same bone structure as Metahuman, making it easier to implement that mesh). ▶ The project is NOT replicated. This means that the whole thing is not adapted for the multiplayer mode. ▶ The project is designed only for the WINDOWS operating system. Other systems, such as Mac, require different C++ binary files. Unfortunately, on other platforms, the code compilation process fails. This likely means that changes to the source code are necessary to support those platforms. Project packaging (Dev or Shipping Mode) i only made for Windows 10. ▶ Download content from Patreon (Demo scenes and UE5 projects files): ▶ Informations about licence (Unreal Engine Projects): ▶ Informations about animations: Not all animations are included in the project. Animations such as Stealth Finishers or Melee Attack come from the UE Marketplace. You don't need to own these animation packs to open the project in the editor. The main consequence of missing animations will simply be poorly looking sequences like attack or some interactions. Here’s a list of animation packs not included in the project (not all sequences from the packs are used in the project): • "Stealth Finishers - knife and hand" by RamsterZ • "Brutal Finishers - Hand and Knife" by RamsterZ • "Ultimate Traversal Anims" by RamsterZ ▶ On a scene (DefaultLevel) without any AI controllers, my computer was able to generate around 90 to 95 FPS on high graphics settings. PC specification: AMD Ryzen 7 3800X, 32 GB RAM, NVIDIA GeForce RTX 3060. 0:00:00 Basic Grounded Locomotion 0:01:25 Diagonal Rolls 0:01:56 Shooting System 0:06:00 Interactive Env Props 0:07:15 Equipment Props 0:08:25 Bow System 0:09:50 Looting Environment 0:12:20 Flashlight 0:13:05 Grenades 0:14:45 Parkour Movements 0:17:55 Stairs MotionMatching 0:18:30 Climb Ladder 0:19:45 Dynamic Climbing System 0:22:30 DCS - Walkable Ledge 0:25:35 DCS - Jumps Back 0:26:30 DCS - Movable Objects 0:28:20 Swimming System 0:30:00 Wall Climbing (Pickaxe) 0:32:40 Rope Swinging 0:37:20 Zipline 0:38:20 More Interactive Environment 0:41:40 Covering System 0:45:50 Advanced COMPANION LOGIC 0:50:50 CompanionAI Interactions 0:53:00 Custom Navigation Data 0:55:30 Finishers & Melee Combat 0:59:30 HumanAI Intro 1:00:25 HumanAI Combat Examples 1:07:00 Combat With Companion 1:11:25 Zombies Motion Matching 1:14:00 Fightings With Zombies #1 1:16:46 Fightings With Zombies #2 1:19:14 Fightings With Zombies #3 1:21:20 Fightings With Zombies #4 1:23:15 Fightings With Zombies #5 1:24:35 Simple Jeep Vehicle