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4.14

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@Sixze Sixze released this 24 Aug 16:13
· 7 commits to main since this release

Notable Changes

  • Updated the plugin to Unreal Engine 5.4.
  • 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.
  • Added proper handling of input cancellation.
  • Made input functions virtual.
  • Set sound waves compression type to RAD Audio.