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4.6

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@Sixze Sixze released this 28 Aug 12:08
· 527 commits to main since this release

Notable Changes

  • Added a set of new "Slot" layering animation curves that allow to control blending of overlay poses with animation montages played inside "Layering" slots (originally in ALS, non-additive animation montage completely overrides overlay poses, and there was no way to control this).
  • Replaced the EAlsOverlayMode enum with Als.OverlayMode gameplay tags.
  • Use the Control Rig plugin for IK and other bone manipulation tasks instead of animation graph nodes.
  • Combined the skeleton with the gun bone and the skeleton without it into one skeleton and added a bUseGunBone setting to the CR_Als control rig blueprint.

Animations

  • Fixed an issue with pistol one-handed overlay mode animations.

Skeleton

  • Restored original blend profiles.
  • Changed bone translation retargeting mode to Orient and Scale for better retargeting quality.

Animations

  • Added new settings to UAlsAnimationModifier_CreateCurves and UAlsAnimationModifier_CreateLayeringCurves animation modifiers.

Animation Blueprint

  • Added aiming update blocking during any active locomotion action.
  • Refactored rotate in place logic for smoother rotation.
  • Fixed incorrect RotationYawOffset curve modification inside standing movement states that leads to incorrect character rotation when running backwards.

Bone Manipulation

  • Added disabling of foot locking when the character is in the air.
  • Improved foot IK logic to fix some animation retargeting issues.

Character

  • Added a bUseGunBoneForOverlayObjects setting.
  • Added a slight delay before sprint start to give the player enough time to start the roll by double-clicking the sprint button instead.
  • Refactored character rotation logic.

Locomotion Actions

  • Added a bAllowMantling setting to FAlsGeneralMantlingSettings structure.
  • Added a bInterruptRollingWhenInAir setting to FAlsRollingSettings structure.
  • Added forced interruption of any active locomotion action at the start of the ragdolling without waiting for the UAlsAnimNotifyState_SetLocomotionAction animation notify to end.
  • Better handle situations where mantling, ragdolling or rolling starts on server and client at the same time and independently of each other.
  • Removed the ability to start mantling when the character stands next to an obstacle and jumps in the opposite direction from it.
  • Fixed an issue with mantling on non-uniformed scaled objects.

Camera

  • Use raw view rotation instead of smoothed for locally controlled characters.
  • Reduced camera lag when aiming or in first person view mode.
  • Added override of camera's trace start location when rolling or ragdolling.
  • Fixed an issue where the camera could get stuck or pass through geometry if the camera's trace start location intersects the geometry.

Footstep Effects

  • Fixed an issue where footstep effects could be applied while the character is in the air.

Other

  • Added some overridable virtual functions to AAlsCharacter and UAlsAnimationInstance classes.
  • Renamed some structs, variables, and assets to better distinguish them from aiming rotation mode.
  • Removed the FAlsPropertyAccessConstants structure.
  • Fixed Linux and Android compilation issues (@Alex-G contribution).