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Added automatic generation of foot sync markers using B_Als_AnimationModifier_FootSyncMarkers.
Reworked spine rotation logic to achieve smoother spine rotation when aiming stops.
Reimplemented foot offset and foot constraints as custom Control Rig nodes.
Added foot locking constraints to prevent legs from twisting into a spiral when the actor rotates quickly.
Added support for direction-dependent movement speed.
Reworked the aiming constraints to remove sudden changes in actor rotation.
Added the ability to change the camera's field of view at runtime.
Animations
Enabled the Animation Compression Library plugin and used for bone compression in all animations. Curves still use default compression as ACL does not support constant curve interpolation.
Set bIsNativeBranchingPoint to false on some animation notifies that do not affect the playback of the montage they are used in.
Disabled triggering of the Footstep Effects and Camera Shake animation notifies on a dedicated server.
Animation Blueprint
Reworked UAlsAnimationInstance so that most of its functions are called from animation blueprints only when needed.
Added the UAlsLinkedAnimationInstance::GetParent() function and deprecated UAlsLinkedAnimationInstance::GetParentUnsafe().
Assigned a tag to every Linked Anim Graph node in AB_Als so that they can be overridden using the USkeletalMeshComponent::LinkAnimGraphByTag() function.
Enabled linked animation layer instance sharing.
Fixed inability to rotate in place while landing.
Fixed an editor crash caused by a missing world in UAnimInstance.
Bone Manipulation
Fixed twisted character legs by disabling the execution of CR_Als in the editor world.
Fixed FAlsControlRigInput can't be used as a variable type in Control Rig.
Character
Removed unnecessary rotation mode changes when switching movement direction while sprinting.
Reviewed default settings of UAlsCharacterMovementComponent.
Added the bAllowImprovedPenetrationAdjustment setting to UAlsCharacterMovementComponent.
Slightly improved the synchronization of actor rotation over the network.
Fixed movement lags that could occur on the client at high fps.
Locomotion Actions
Added a simple physics asset validation for ragdolling.
Fixed a crash on ragdolling start when no physical asset is assigned.
Fixed some issues with ragdolling on stairs.
Keep the actor's Z axis always aligned with the gravity direction while mantling.
Fixed actor shaking while mantling.
Fixed mantling montage does not interrupt other animation montages when played.
Footstep Effects
Fixed footstep effects may spawn multiple times within a very short period of time during movement stop.
Camera
Added a separate blueprint for the camera component with pre-configured settings.
Added the FovOffset camera animation curve.
Exposed UAlsCameraComponent to blueprints.
Marked the UAlsCameraComponent::GetViewInfo() function as BlueprintPure.
Fixed camera penetrating geometry in some rare cases.
Other
Renamed the M4 and M9 overlay modes to Rifle and Pistol respectively.
Added basic support for the Iris replication system.
Improved support of Unreal Insights profiling.
Split UAlsMath and UAlsUtility into smaller separate classes.
Updated the ALS_ENSURE() macro to include the latest changes of the ensure() macro.