├── .github └── ISSUE_TEMPLATE │ ├── bug_report.md │ └── enhancement-request.md ├── .gitignore ├── ALSV4_CPP.uplugin ├── Content └── AdvancedLocomotionV4 │ ├── Audio │ ├── Background │ │ ├── Starter_Background_Cue.uasset │ │ ├── Starter_Birds01.uasset │ │ ├── Starter_Wind05.uasset │ │ └── Starter_Wind06.uasset │ ├── Footsteps │ │ ├── Concrete_Pivot_01.uasset │ │ ├── Concrete_Pivot_02.uasset │ │ ├── Concrete_Pivot_03.uasset │ │ ├── Concrete_Pivot_04.uasset │ │ ├── Concrete_Run_01.uasset │ │ ├── Concrete_Run_02.uasset │ │ ├── Concrete_Run_03.uasset │ │ ├── Concrete_Run_04.uasset │ │ ├── Concrete_Step_01.uasset │ │ ├── Concrete_Step_02.uasset │ │ ├── Concrete_Step_03.uasset │ │ ├── Concrete_Walk_01.uasset │ │ ├── Concrete_Walk_02.uasset │ │ ├── Concrete_Walk_03.uasset │ │ ├── Concrete_Walk_04.uasset │ │ ├── Concrete_Walk_05.uasset │ │ └── Footstep_Cue.uasset │ └── UI │ │ └── Click.uasset │ ├── Blueprints │ ├── AnimModifiers │ │ ├── AnimCurveCreationData.uasset │ │ ├── AnimCurveCreationParams.uasset │ │ ├── Calculate_RotationAmount.uasset │ │ ├── Copy_Curves.uasset │ │ ├── Create_Curves.uasset │ │ └── Create_LayeringCurves.uasset │ ├── CameraSystem │ │ ├── ALS_PlayerCameraBehavior.uasset │ │ ├── ALS_PlayerCameraManager.uasset │ │ ├── Camera.uasset │ │ └── Camera_Skeleton.uasset │ ├── CharacterLogic │ │ ├── AI │ │ │ ├── ALS_AIBP.uasset │ │ │ ├── ALS_BB_AICharacter.uasset │ │ │ ├── ALS_BT_AICharacter.uasset │ │ │ └── ALS_Controller_AI.uasset │ │ ├── ALS_CharacterBP.uasset │ │ └── ALS_Player_Controller.uasset │ ├── Components │ │ ├── DebugComponent.uasset │ │ └── MantleComponent.uasset │ ├── GameModes │ │ └── ALS_GameMode_SP.uasset │ ├── Input │ │ ├── Debug │ │ │ ├── DebugFocusedCharacterCycleAction.uasset │ │ │ ├── DebugOpenOverlayMenuAction.uasset │ │ │ ├── DebugOverlayMenuCycleAction.uasset │ │ │ ├── DebugToggleCharacterInfoAction.uasset │ │ │ ├── DebugToggleDebugMeshAction.uasset │ │ │ ├── DebugToggleDebugViewAction.uasset │ │ │ ├── DebugToggleHudAction.uasset │ │ │ ├── DebugToggleLayerColorsAction.uasset │ │ │ ├── DebugToggleShapesAction.uasset │ │ │ ├── DebugToggleSlomoAction.uasset │ │ │ └── DebugToggleTracesAction.uasset │ │ ├── Default │ │ │ ├── AimAction.uasset │ │ │ ├── CameraHeldAction.uasset │ │ │ ├── CameraRightAction.uasset │ │ │ ├── CameraTapAction.uasset │ │ │ ├── CameraUpAction.uasset │ │ │ ├── ForwardMovementAction.uasset │ │ │ ├── JumpAction.uasset │ │ │ ├── LookingDirectionAction.uasset │ │ │ ├── RagdollAction.uasset │ │ │ ├── RightMovementAction.uasset │ │ │ ├── SprintAction.uasset │ │ │ ├── StanceAction.uasset │ │ │ ├── VelocityDirectionAction.uasset │ │ │ └── WalkAction.uasset │ │ ├── IMC_Debug.uasset │ │ └── IMC_Default.uasset │ ├── Misc │ │ └── Sprint_CameraShake.uasset │ └── UI │ │ ├── ALS_HUD.uasset │ │ ├── ALS_HUD_Macro_Library.uasset │ │ ├── Arrow.uasset │ │ ├── OverlayStateButton.uasset │ │ ├── OverlayStateButtonParams.uasset │ │ └── OverlayStateSwitcher.uasset │ ├── CharacterAssets │ └── MannequinSkeleton │ │ ├── ALS_AnimBP.uasset │ │ ├── ALS_Mannequin_Skeleton.uasset │ │ ├── ALS_Mannequin_T_Pose.uasset │ │ ├── AnimationExamples │ │ ├── Actions │ │ │ ├── ALS_CLF_GetUp_Back.uasset │ │ │ ├── ALS_CLF_GetUp_Back_Montage_2H.uasset │ │ │ ├── ALS_CLF_GetUp_Back_Montage_Default.uasset │ │ │ ├── ALS_CLF_GetUp_Back_Montage_LH.uasset │ │ │ ├── ALS_CLF_GetUp_Back_Montage_RH.uasset │ │ │ ├── ALS_CLF_GetUp_Front.uasset │ │ │ ├── ALS_CLF_GetUp_Front_Montage_2H.uasset │ │ │ ├── ALS_CLF_GetUp_Front_Montage_Default.uasset │ │ │ ├── ALS_CLF_GetUp_Front_Montage_LH.uasset │ │ │ ├── ALS_CLF_GetUp_Front_Montage_RH.uasset │ │ │ ├── ALS_N_LandRoll_F.uasset │ │ │ ├── ALS_N_LandRoll_F_Montage_2H.uasset │ │ │ ├── ALS_N_LandRoll_F_Montage_Default.uasset │ │ │ ├── ALS_N_LandRoll_F_Montage_LH.uasset │ │ │ ├── ALS_N_LandRoll_F_Montage_RH.uasset │ │ │ ├── ALS_N_Mantle_1m_LH.uasset │ │ │ ├── ALS_N_Mantle_1m_Montage_2H.uasset │ │ │ ├── ALS_N_Mantle_1m_Montage_Box.uasset │ │ │ ├── ALS_N_Mantle_1m_Montage_Default.uasset │ │ │ ├── ALS_N_Mantle_1m_Montage_LH.uasset │ │ │ ├── ALS_N_Mantle_1m_Montage_RH.uasset │ │ │ ├── ALS_N_Mantle_1m_RH.uasset │ │ │ ├── ALS_N_Mantle_2m.uasset │ │ │ └── ALS_N_Mantle_2m_Montage_Default.uasset │ │ ├── AimOffsets │ │ │ ├── ALS_N_Look.uasset │ │ │ ├── ALS_N_Look_D_Sweep.uasset │ │ │ ├── ALS_N_Look_F_Sweep.uasset │ │ │ └── ALS_N_Look_U_Sweep.uasset │ │ ├── Base │ │ │ ├── BasePoses │ │ │ │ ├── ALS_CLF_Pose.uasset │ │ │ │ └── ALS_N_Pose.uasset │ │ │ ├── InAir │ │ │ │ ├── ALS_Flail.uasset │ │ │ │ ├── ALS_N_FallLoop.uasset │ │ │ │ ├── ALS_N_FallLoop_Fast.uasset │ │ │ │ ├── ALS_N_JumpLoop.uasset │ │ │ │ ├── ALS_N_JumpRun_LF.uasset │ │ │ │ ├── ALS_N_JumpRun_RF.uasset │ │ │ │ ├── ALS_N_JumpWalk_LF.uasset │ │ │ │ ├── ALS_N_JumpWalk_RF.uasset │ │ │ │ ├── ALS_N_Land_Heavy.uasset │ │ │ │ ├── ALS_N_Land_Heavy_Additive.uasset │ │ │ │ ├── ALS_N_Land_Light.uasset │ │ │ │ ├── ALS_N_Land_Light_Additive.uasset │ │ │ │ └── Detail │ │ │ │ │ ├── ALS_N_Falling_LeanPose_0.uasset │ │ │ │ │ ├── ALS_N_Falling_LeanPose_B.uasset │ │ │ │ │ ├── ALS_N_Falling_LeanPose_F.uasset │ │ │ │ │ ├── ALS_N_Falling_LeanPose_L.uasset │ │ │ │ │ ├── ALS_N_Falling_LeanPose_R.uasset │ │ │ │ │ └── ALS_N_Lean_Falling.uasset │ │ │ ├── Locomotion │ │ │ │ ├── ALS_CLF_WalkPose.uasset │ │ │ │ ├── ALS_CLF_Walk_B.uasset │ │ │ │ ├── ALS_CLF_Walk_F.uasset │ │ │ │ ├── ALS_CLF_Walk_L.uasset │ │ │ │ ├── ALS_CLF_Walk_R.uasset │ │ │ │ ├── ALS_CRF_WalkPose.uasset │ │ │ │ ├── ALS_CRF_Walk_B.uasset │ │ │ │ ├── ALS_CRF_Walk_F.uasset │ │ │ │ ├── ALS_CRF_Walk_L.uasset │ │ │ │ ├── ALS_CRF_Walk_R.uasset │ │ │ │ ├── ALS_N_RunPose_F.uasset │ │ │ │ ├── ALS_N_RunPose_L.uasset │ │ │ │ ├── ALS_N_RunPose_R.uasset │ │ │ │ ├── ALS_N_Run_B.uasset │ │ │ │ ├── ALS_N_Run_F.uasset │ │ │ │ ├── ALS_N_Run_LB.uasset │ │ │ │ ├── ALS_N_Run_LF.uasset │ │ │ │ ├── ALS_N_Run_RB.uasset │ │ │ │ ├── ALS_N_Run_RF.uasset │ │ │ │ ├── ALS_N_Sprint_F.uasset │ │ │ │ ├── ALS_N_Sprint_F_Impulse.uasset │ │ │ │ ├── ALS_N_WalkPose_F.uasset │ │ │ │ ├── ALS_N_WalkPose_L.uasset │ │ │ │ ├── ALS_N_WalkPose_R.uasset │ │ │ │ ├── ALS_N_WalkRun_B.uasset │ │ │ │ ├── ALS_N_WalkRun_BL.uasset │ │ │ │ ├── ALS_N_WalkRun_BR.uasset │ │ │ │ ├── ALS_N_WalkRun_F.uasset │ │ │ │ ├── ALS_N_WalkRun_FL.uasset │ │ │ │ ├── ALS_N_WalkRun_FR.uasset │ │ │ │ ├── ALS_N_Walk_B.uasset │ │ │ │ ├── ALS_N_Walk_F.uasset │ │ │ │ ├── ALS_N_Walk_LB.uasset │ │ │ │ ├── ALS_N_Walk_LF.uasset │ │ │ │ ├── ALS_N_Walk_RB.uasset │ │ │ │ ├── ALS_N_Walk_RF.uasset │ │ │ │ └── Detail │ │ │ │ │ ├── ALS_N_Lean.uasset │ │ │ │ │ ├── ALS_N_LeanPose_0.uasset │ │ │ │ │ ├── ALS_N_LeanPose_B.uasset │ │ │ │ │ ├── ALS_N_LeanPose_F.uasset │ │ │ │ │ ├── ALS_N_LeanPose_L.uasset │ │ │ │ │ ├── ALS_N_LeanPose_R.uasset │ │ │ │ │ ├── ALS_N_LocoDetail_Accel_B.uasset │ │ │ │ │ ├── ALS_N_LocoDetail_Accel_F.uasset │ │ │ │ │ ├── ALS_N_LocoDetail_Accel_L.uasset │ │ │ │ │ ├── ALS_N_LocoDetail_Accel_R.uasset │ │ │ │ │ └── ALS_N_Run_BasePose.uasset │ │ │ ├── Transitions │ │ │ │ ├── ALS_CLF_to_N.uasset │ │ │ │ ├── ALS_N_Stop_L_Down.uasset │ │ │ │ ├── ALS_N_Stop_R_Down.uasset │ │ │ │ ├── ALS_N_Transition_L.uasset │ │ │ │ ├── ALS_N_Transition_R.uasset │ │ │ │ └── ALS_N_to_CLF.uasset │ │ │ └── TurnInPlace │ │ │ │ ├── ALS_CLF_Rotate_L90.uasset │ │ │ │ ├── ALS_CLF_Rotate_R90.uasset │ │ │ │ ├── ALS_CLF_TurnIP_L180.uasset │ │ │ │ ├── ALS_CLF_TurnIP_L90.uasset │ │ │ │ ├── ALS_CLF_TurnIP_R180.uasset │ │ │ │ ├── ALS_CLF_TurnIP_R90.uasset │ │ │ │ ├── ALS_N_Rotate_L90.uasset │ │ │ │ ├── ALS_N_Rotate_R90.uasset │ │ │ │ ├── ALS_N_TurnIP_L180.uasset │ │ │ │ ├── ALS_N_TurnIP_L90.uasset │ │ │ │ ├── ALS_N_TurnIP_R180.uasset │ │ │ │ └── ALS_N_TurnIP_R90.uasset │ │ └── Overlay │ │ │ ├── Barrel │ │ │ └── ALS_Props_Barrel_Poses.uasset │ │ │ ├── Binoculars │ │ │ ├── ALS_Props_Binoculars_Aim_Sweep.uasset │ │ │ ├── ALS_Props_Binoculars_Aim_Sweep_Crouched.uasset │ │ │ ├── ALS_Props_Binoculars_Poses.uasset │ │ │ └── ALS_Props_Binoculars_Poses_NoCurves.uasset │ │ │ ├── Bow │ │ │ ├── ALS_Props_Bow_Aim_Sweep.uasset │ │ │ ├── ALS_Props_Bow_Aim_Sweep_Crouched.uasset │ │ │ ├── ALS_Props_Bow_Poses.uasset │ │ │ └── ALS_Props_Bow_Poses_NoCurves.uasset │ │ │ ├── Box │ │ │ └── ALS_Props_Box_Poses.uasset │ │ │ ├── M4A1 │ │ │ ├── ALS_Props_M4A1_Aim_Sweep.uasset │ │ │ ├── ALS_Props_M4A1_Aim_Sweep_Crouched.uasset │ │ │ ├── ALS_Props_M4A1_Poses.uasset │ │ │ ├── ALS_Props_M4A1_Poses_NoCurves.uasset │ │ │ ├── ALS_Props_M4A1_Run_F.uasset │ │ │ ├── ALS_Props_M4A1_Run_F_Arms.uasset │ │ │ ├── ALS_Props_M4A1_Sprint_F.uasset │ │ │ ├── ALS_Props_M4A1_Sprint_F_Arms.uasset │ │ │ ├── ALS_Props_M4A1_Sprint_F_Impulse.uasset │ │ │ └── ALS_Props_M4A1_Sprint_F_Impulse_Arms.uasset │ │ │ ├── Pistol │ │ │ ├── ALS_Props_Pistol_1H_Aim_Sweep.uasset │ │ │ ├── ALS_Props_Pistol_1H_Aim_Sweep_Crouched.uasset │ │ │ ├── ALS_Props_Pistol_1H_Poses.uasset │ │ │ ├── ALS_Props_Pistol_1H_Poses_NoCurves.uasset │ │ │ ├── ALS_Props_Pistol_2H_Aim_Sweep.uasset │ │ │ ├── ALS_Props_Pistol_2H_Aim_Sweep_Crouched.uasset │ │ │ ├── ALS_Props_Pistol_2H_Poses.uasset │ │ │ └── ALS_Props_Pistol_2H_Poses_NoCurves.uasset │ │ │ ├── Shared │ │ │ └── ALS_N_SecondaryMotion.uasset │ │ │ ├── StanceVariations │ │ │ ├── ALS_StanceVariation_Feminine.uasset │ │ │ ├── ALS_StanceVariation_HandsTied.uasset │ │ │ ├── ALS_StanceVariation_Injured.uasset │ │ │ ├── ALS_StanceVariation_Masculine.uasset │ │ │ └── ALS_StanceVariation_Normal.uasset │ │ │ └── Torch │ │ │ ├── ALS_Props_Torch_Aim_Sweep.uasset │ │ │ ├── ALS_Props_Torch_Aim_Sweep_Crouched.uasset │ │ │ ├── ALS_Props_Torch_Poses.uasset │ │ │ └── ALS_Props_Torch_Poses_NoCurves.uasset │ │ ├── Editor.uasset │ │ ├── Materials │ │ ├── M_AnimMan_Default.uasset │ │ ├── M_AnimMan_Eyes.uasset │ │ ├── M_Cape.uasset │ │ ├── M_DecalFootprint.uasset │ │ ├── M_Mannequin_Body.uasset │ │ ├── M_Mannequin_Logo.uasset │ │ └── Textures │ │ │ ├── Footprint_R.uasset │ │ │ ├── UE4Man_Logo_N.uasset │ │ │ ├── UE4_LOGO_CARD.uasset │ │ │ ├── UE4_Mannequin_MAT_MASKA.uasset │ │ │ └── UE4_Mannequin__normals.uasset │ │ ├── Meshes │ │ ├── AnimMan.uasset │ │ ├── Mannequin.uasset │ │ └── Proxy.uasset │ │ └── PhysicsAssets │ │ ├── AnimMan_PhysicsAsset.uasset │ │ └── Mannequin_PhysicsAsset.uasset │ ├── Data │ ├── Curves │ │ ├── AnimationBlendCurves │ │ │ ├── AO_SwitchSidesIn.uasset │ │ │ ├── AO_SwitchSidesOut.uasset │ │ │ ├── AimingInCurve.uasset │ │ │ ├── AimingOutCurve.uasset │ │ │ ├── ChangeDirection.uasset │ │ │ ├── ChangeStance.uasset │ │ │ ├── DiagonalScaleAmount.uasset │ │ │ ├── LandPredictionBlend.uasset │ │ │ ├── LeanInAirAmount.uasset │ │ │ ├── LookIn.uasset │ │ │ ├── LookOut.uasset │ │ │ ├── StrideBlend_N_Run.uasset │ │ │ ├── StrideBlend_N_Run_V.uasset │ │ │ ├── StrideBlend_N_Walk.uasset │ │ │ ├── StrideBlend_N_Walk_V.uasset │ │ │ ├── YawOffset_FB.uasset │ │ │ └── YawOffset_LR.uasset │ │ ├── CameraBlendCurves │ │ │ ├── CameraLerp_1.uasset │ │ │ ├── CameraLerp_2.uasset │ │ │ └── CameraLerp_3.uasset │ │ ├── CharacterMovementCurves │ │ │ ├── NormalMovement.uasset │ │ │ ├── NormalRotation.uasset │ │ │ ├── ResponsiveMovement.uasset │ │ │ ├── ResponsiveRotation.uasset │ │ │ ├── SluggishMovement.uasset │ │ │ └── SluggishRotation.uasset │ │ └── MantleCurves │ │ │ ├── Mantle_1m.uasset │ │ │ ├── Mantle_2m.uasset │ │ │ └── Mantle_Timeline.uasset │ └── DataTables │ │ ├── FootstepDataTable.uasset │ │ └── MovementModelTable.uasset │ ├── Environment │ ├── Materials │ │ ├── M_GridLevel_Background.uasset │ │ ├── M_GridLevel_Grid.uasset │ │ ├── M_GridLevel_Objects.uasset │ │ ├── M_Landscape.uasset │ │ ├── M_Object.uasset │ │ ├── M_Tiles.uasset │ │ └── Textures │ │ │ ├── T_Checker_Noise_M.uasset │ │ │ ├── T_Tiles_M.uasset │ │ │ ├── T_Tiles_N.uasset │ │ │ └── T_WhiteLight_CubeMap.uasset │ ├── Meshes │ │ ├── Complex_Arch_01.uasset │ │ ├── Complex_Arch_02.uasset │ │ ├── Complex_Barrel.uasset │ │ ├── Complex_Barrel_Broken.uasset │ │ ├── Complex_Bench.uasset │ │ ├── Complex_Cart.uasset │ │ ├── Complex_Crate.uasset │ │ ├── Complex_Crate_Broken.uasset │ │ ├── Complex_Fountain_01.uasset │ │ ├── Complex_Fountain_02.uasset │ │ ├── Complex_Rock.uasset │ │ ├── Simple_Block_1x1.uasset │ │ ├── Simple_Block_2x2.uasset │ │ ├── Simple_Block_3x3.uasset │ │ ├── Simple_Floor_1km.uasset │ │ ├── Simple_Floor_20x20.uasset │ │ ├── Simple_InfoWall_3x5.uasset │ │ ├── Simple_Pillar.uasset │ │ ├── Simple_Platform_2x2.uasset │ │ ├── Simple_TitleBoard.uasset │ │ └── Simple_Wall_2x20.uasset │ ├── SimpleMovingObject.uasset │ ├── SimpleObjectBuilder.uasset │ ├── SmoothObjectMovement.uasset │ └── Text │ │ ├── M_OutlinedText.uasset │ │ └── RobotoDistanceField_Outlines.uasset │ ├── Levels │ ├── ALS_DemoLevel.umap │ └── ALS_GridLevel.umap │ └── Props │ ├── Materials │ ├── M_Prop.uasset │ ├── M_Prop_Binoculars.uasset │ ├── M_Prop_Bow1.uasset │ ├── M_Prop_Bow2.uasset │ ├── M_Prop_Bow3.uasset │ ├── M_Prop_M4A1.uasset │ ├── M_Prop_M9.uasset │ ├── M_Prop_Torch1.uasset │ ├── M_Prop_Torch2.uasset │ └── M_Prop_Torch3.uasset │ └── Meshes │ ├── Barrel.uasset │ ├── Binoculars.uasset │ ├── Bow.uasset │ ├── Bow_AnimBP.uasset │ ├── Bow_Draw.uasset │ ├── Bow_Skeleton.uasset │ ├── Box.uasset │ ├── M4A1.uasset │ ├── M4A1_Skeleton.uasset │ ├── M9.uasset │ ├── M9_Skeleton.uasset │ └── Torch.uasset ├── LICENSE ├── README.md ├── Resources ├── Icon128.png ├── Readme_Content_2.gif ├── Readme_Content_3.png └── Readme_Content_4.png └── Source └── ALSV4_CPP ├── ALSV4_CPP.Build.cs ├── ALSV4_CPP.cpp ├── ALSV4_CPP.h ├── Private ├── AI │ ├── ALSAIController.cpp │ ├── ALS_BTTask_GetRandomLocation.cpp │ └── ALS_BTTask_SetFocusToPlayer.cpp ├── Character │ ├── ALSBaseCharacter.cpp │ ├── ALSCharacter.cpp │ ├── ALSCharacterMovementComponent.cpp │ ├── ALSPlayerCameraManager.cpp │ ├── ALSPlayerController.cpp │ └── Animation │ │ ├── ALSCharacterAnimInstance.cpp │ │ ├── ALSPlayerCameraBehavior.cpp │ │ └── Notify │ │ ├── ALSAnimNotifyCameraShake.cpp │ │ ├── ALSAnimNotifyFootstep.cpp │ │ ├── ALSAnimNotifyGroundedEntryState.cpp │ │ ├── ALSNotifyStateEarlyBlendOut.cpp │ │ ├── ALSNotifyStateMovementAction.cpp │ │ └── ALSNotifyStateOverlayOverride.cpp ├── Components │ ├── ALSDebugComponent.cpp │ └── ALSMantleComponent.cpp └── Library │ └── ALSMathLibrary.cpp └── Public ├── AI ├── ALSAIController.h ├── ALS_BTTask_GetRandomLocation.h └── ALS_BTTask_SetFocusToPlayer.h ├── Character ├── ALSBaseCharacter.h ├── ALSCharacter.h ├── ALSCharacterMovementComponent.h ├── ALSPlayerCameraManager.h ├── ALSPlayerController.h └── Animation │ ├── ALSCharacterAnimInstance.h │ ├── ALSPlayerCameraBehavior.h │ └── Notify │ ├── ALSAnimNotifyCameraShake.h │ ├── ALSAnimNotifyFootstep.h │ ├── ALSAnimNotifyGroundedEntryState.h │ ├── ALSNotifyStateEarlyBlendOut.h │ ├── ALSNotifyStateMovementAction.h │ └── ALSNotifyStateOverlayOverride.h ├── Components ├── ALSDebugComponent.h └── ALSMantleComponent.h └── Library ├── ALSAnimationStructLibrary.h ├── ALSCharacterEnumLibrary.h ├── ALSCharacterStructLibrary.h ├── ALSMathLibrary.h └── ALSStructEnumLibrary.h /.github/ISSUE_TEMPLATE/bug_report.md: -------------------------------------------------------------------------------- 1 | --- 2 | name: Bug report 3 | about: Create a report to help us improve 4 | title: '' 5 | labels: bug 6 | assignees: dyanikoglu 7 | 8 | --- 9 | 10 | **Describe the bug** 11 | A clear and concise description of what the bug is. 12 | 13 | **To Reproduce** 14 | Steps to reproduce the behavior: 15 | 1. Go to '...' 16 | 2. Click on '....' 17 | 3. Scroll down to '....' 18 | 4. See error 19 | 20 | **Expected behavior** 21 | A clear and concise description of what you expected to happen. 22 | 23 | **Screenshots and Videos** 24 | If applicable, add screenshots or videos to help explain your problem. 25 | 26 | **Additional context** 27 | Add any other context about the problem here. 28 | -------------------------------------------------------------------------------- /.github/ISSUE_TEMPLATE/enhancement-request.md: -------------------------------------------------------------------------------- 1 | --- 2 | name: Enhancement request 3 | about: Suggest an enhancement idea for this project 4 | title: '' 5 | labels: enhancement 6 | assignees: dyanikoglu 7 | 8 | --- 9 | 10 | **Is your feature request related to a problem? Please describe.** 11 | A clear and concise description of what the problem is. Ex. I'm always frustrated when [...] 12 | 13 | **Describe the solution you'd like** 14 | A clear and concise description of what you want to happen. 15 | 16 | **Describe alternatives you've considered** 17 | A clear and concise description of any alternative solutions or features you've considered. 18 | 19 | **Additional context** 20 | Add any other context or screenshots about the feature request here. 21 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # Visual Studio 2015 user specific files 2 | .vs/ 3 | 4 | # Rider C++ 5 | .idea/ 6 | Plugins/Developer/RiderLink/ 7 | 8 | # Visual Studio 2015 database file 9 | *.VC.db 10 | 11 | # Compiled Object files 12 | *.slo 13 | *.lo 14 | *.o 15 | *.obj 16 | 17 | # Precompiled Headers 18 | *.gch 19 | *.pch 20 | 21 | # Compiled Dynamic libraries 22 | *.so 23 | *.dylib 24 | *.dll 25 | 26 | # Fortran module files 27 | *.mod 28 | 29 | # Compiled Static libraries 30 | *.lai 31 | *.la 32 | *.a 33 | *.lib 34 | 35 | # Executables 36 | *.exe 37 | *.out 38 | *.app 39 | *.ipa 40 | 41 | # These project files can be generated by the engine 42 | *.xcodeproj 43 | *.xcworkspace 44 | *.sln 45 | *.suo 46 | *.opensdf 47 | *.sdf 48 | *.VC.db 49 | *.VC.opendb 50 | 51 | # Precompiled Assets 52 | SourceArt/**/*.png 53 | SourceArt/**/*.tga 54 | 55 | # Binary Files 56 | Binaries/* 57 | Plugins/*/Binaries/* 58 | 59 | # Builds 60 | Build/* 61 | 62 | # Whitelist PakBlacklist-.txt files 63 | !Build/*/ 64 | Build/*/** 65 | !Build/*/PakBlacklist*.txt 66 | 67 | # Don't ignore icon files in Build 68 | !Build/**/*.ico 69 | 70 | # Built data for maps 71 | *_BuiltData.uasset 72 | 73 | # Configuration files generated by the Editor 74 | Saved/* 75 | 76 | # Compiled source files for the engine to use 77 | Intermediate/* 78 | Plugins/*/Intermediate/* 79 | 80 | # Cache files for the editor to use 81 | DerivedDataCache/* 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Yanıkoğlu & LongmireLocomotion as developer of 4 | the blueprints used as reference for source code 5 | 6 | Permission is hereby granted, free of charge, to any person obtaining a copy 7 | of this software and associated documentation files (the "Software"), to deal 8 | in the Software without restriction, including without limitation the rights 9 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 10 | copies of the Software, and to permit persons to whom the Software is 11 | furnished to do so, subject to the following conditions: 12 | 13 | The above copyright notice and this permission notice shall be included in all 14 | copies or substantial portions of the Software. 15 | 16 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 17 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 19 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 20 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 21 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 22 | SOFTWARE. 23 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Advanced Locomotion System - Community Version 2 | ![image](https://github.com/dyanikoglu/ALS-Community/raw/main/Resources/Readme_Content_2.gif) 3 | 4 | Replicated and optimized version of [Advanced Locomotion System V4](https://www.unrealengine.com/marketplace/en-US/product/advanced-locomotion-system-v1) for **Unreal Engine 5.4** with additional bug fixes 5 | 6 |

7 | 8 |

9 | 10 | ## About This Repository 11 | 12 | Advanced Locomotion system is built upon pretty outdated animation programming techniques of pre Unreal Engine 5 era, and I highly recommended to utilize other available locomotion systems, such as Epic's Lyra sample project. This repository will only receive engine compatibility fixes from now. 13 | 14 | ## Supported Platforms 15 | - Windows 16 | - Linux 17 | 18 | *Console, Mac and mobile platforms are not tested and supported at the moment. Use the plugin on those platforms with your own risk.* 19 | 20 | ## Features 21 | - Fully implemented and optimized in C++. Implementation is based on latest marketplace release (V4) of ALS 22 | - Complete replication support with low bandwidth usage (Ragdoll replication is in experimental state) 23 | - Redesigned as plugin 24 | - Animation blueprint is optimized with new property binding feature 25 | - Player input is handled with new Enhanced Input Plugin 26 | - Mantling and debugging features are implemented as separate actor components to reduce total overhead on base character class 27 | - Improved footstep system with decal & Niagara particle support 28 | - Lots of additional bug fixes 29 | 30 | ## Known Issues & Discussion 31 | - See [Issues](https://github.com/dyanikoglu/ALS-Community/issues) section for list of known issues 32 | - See [Discussions](https://github.com/dyanikoglu/ALS-Community/discussions) section to discuss anything about the plugin, and ask questions. Please do not open an issue for questions. 33 | 34 | ## Documentation 35 | Instructions for setting up the plugin can be found on [Wiki](https://github.com/dyanikoglu/ALS-Community/wiki/Setting-Up-The-Plugin) section. 36 | 37 | ## License & Contribution 38 | **Source code** of the plugin is licensed under MIT license, and other developers are encouraged to fork the repository, open issues & pull requests to help the development. 39 | -------------------------------------------------------------------------------- /Resources/Icon128.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ShadowfallStudios/ALS-Community/d044fcd9da572212be8de76f4d248063695a38d2/Resources/Icon128.png -------------------------------------------------------------------------------- /Resources/Readme_Content_2.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ShadowfallStudios/ALS-Community/d044fcd9da572212be8de76f4d248063695a38d2/Resources/Readme_Content_2.gif -------------------------------------------------------------------------------- /Resources/Readme_Content_3.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ShadowfallStudios/ALS-Community/d044fcd9da572212be8de76f4d248063695a38d2/Resources/Readme_Content_3.png -------------------------------------------------------------------------------- /Resources/Readme_Content_4.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ShadowfallStudios/ALS-Community/d044fcd9da572212be8de76f4d248063695a38d2/Resources/Readme_Content_4.png -------------------------------------------------------------------------------- /Source/ALSV4_CPP/ALSV4_CPP.Build.cs: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | using UnrealBuildTool; 5 | 6 | public class ALSV4_CPP : ModuleRules 7 | { 8 | public ALSV4_CPP(ReadOnlyTargetRules Target) : base(Target) 9 | { 10 | PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; 11 | 12 | PublicDependencyModuleNames.AddRange(new[] 13 | {"Core", "CoreUObject", "Engine", "InputCore", "NavigationSystem", "AIModule", "GameplayTasks","PhysicsCore", "Niagara", "EnhancedInput" 14 | }); 15 | 16 | PrivateDependencyModuleNames.AddRange(new[] {"Slate", "SlateCore"}); 17 | } 18 | } -------------------------------------------------------------------------------- /Source/ALSV4_CPP/ALSV4_CPP.cpp: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | #include "ALSV4_CPP.h" 5 | #include "Modules/ModuleManager.h" 6 | 7 | IMPLEMENT_MODULE(FDefaultGameModuleImpl, ALSV4_CPP); 8 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/ALSV4_CPP.h: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | #pragma once 5 | 6 | #include "CoreMinimal.h" 7 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Private/AI/ALSAIController.cpp: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | #include "AI/ALSAIController.h" 5 | 6 | #include "Character/ALSBaseCharacter.h" 7 | 8 | AALSAIController::AALSAIController() 9 | { 10 | } 11 | 12 | void AALSAIController::OnPossess(APawn* InPawn) 13 | { 14 | Super::OnPossess(InPawn); 15 | 16 | if (Behaviour && InPawn) 17 | { 18 | RunBehaviorTree(Behaviour); 19 | } 20 | } 21 | 22 | FVector AALSAIController::GetFocalPointOnActor(const AActor* Actor) const 23 | { 24 | if (Actor == nullptr) 25 | { 26 | return FAISystem::InvalidLocation; 27 | } 28 | const APawn* FocusPawn = Cast(Actor); 29 | if (FocusPawn) 30 | { 31 | // Focus on pawn's eye view point 32 | return FocusPawn->GetPawnViewLocation(); 33 | } 34 | return Actor->GetActorLocation(); 35 | } 36 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Private/AI/ALS_BTTask_GetRandomLocation.cpp: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | #include "AI/ALS_BTTask_GetRandomLocation.h" 5 | #include "AIController.h" 6 | #include "NavFilters/NavigationQueryFilter.h" 7 | #include "BehaviorTree/BlackboardComponent.h" 8 | #include "BehaviorTree/Blackboard/BlackboardKeyType_Vector.h" 9 | 10 | UALS_BTTask_GetRandomLocation::UALS_BTTask_GetRandomLocation() 11 | { 12 | NodeName = "Get Random Location"; 13 | 14 | BlackboardKey.AddVectorFilter(this, GET_MEMBER_NAME_CHECKED(UALS_BTTask_GetRandomLocation, BlackboardKey)); 15 | } 16 | 17 | EBTNodeResult::Type UALS_BTTask_GetRandomLocation::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) 18 | { 19 | UWorld* World = GetWorld(); 20 | UNavigationSystemV1* NavSys = FNavigationSystem::GetCurrent(World); 21 | APawn* Pawn = OwnerComp.GetAIOwner()->GetPawn(); 22 | 23 | if (NavSys && Pawn) 24 | { 25 | FSharedConstNavQueryFilter SharedFilter = nullptr; 26 | 27 | if (Filter) 28 | { 29 | const ANavigationData* NavData = NavSys->GetDefaultNavDataInstance(FNavigationSystem::DontCreate); 30 | if (NavData) 31 | { 32 | SharedFilter = UNavigationQueryFilter::GetQueryFilter(*NavData, World, Filter); 33 | } 34 | } 35 | 36 | const FVector Origin = Pawn->GetActorLocation(); 37 | FNavLocation Destination; 38 | 39 | if (NavSys->GetRandomReachablePointInRadius(Origin, MaxDistance, Destination, nullptr, SharedFilter)) 40 | { 41 | OwnerComp.GetBlackboardComponent()->SetValueAsVector(BlackboardKey.SelectedKeyName, Destination.Location); 42 | return EBTNodeResult::Succeeded; 43 | } 44 | } 45 | 46 | return EBTNodeResult::Failed; 47 | } 48 | 49 | FString UALS_BTTask_GetRandomLocation::GetStaticDescription() const 50 | { 51 | return FString::Printf(TEXT("Get Random Location\nMax Distance: %d\nFilter:%s"), FMath::RoundToInt(MaxDistance), 52 | Filter ? *GetNameSafe(Filter.Get()) : TEXT("None")); 53 | } 54 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Private/AI/ALS_BTTask_SetFocusToPlayer.cpp: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | #include "AI/ALS_BTTask_SetFocusToPlayer.h" 5 | #include "Engine/World.h" 6 | #include "Runtime/Engine/Classes/Kismet/GameplayStatics.h" 7 | #include "AIController.h" 8 | 9 | UALS_BTTask_SetFocusToPlayer::UALS_BTTask_SetFocusToPlayer() 10 | { 11 | NodeName = "Focus On Player"; 12 | } 13 | 14 | EBTNodeResult::Type UALS_BTTask_SetFocusToPlayer::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) 15 | { 16 | APawn* Pawn = UGameplayStatics::GetPlayerPawn(GetWorld(), 0); 17 | if (Pawn) 18 | { 19 | OwnerComp.GetAIOwner()->SetFocus(Pawn); 20 | return EBTNodeResult::Succeeded; 21 | } 22 | 23 | return EBTNodeResult::Failed; 24 | } 25 | 26 | FString UALS_BTTask_SetFocusToPlayer::GetStaticDescription() const 27 | { 28 | return "Set Focus to player's pawn"; 29 | } 30 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Private/Character/ALSCharacter.cpp: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | 5 | #include "Character/ALSCharacter.h" 6 | #include "Components/StaticMeshComponent.h" 7 | #include "Engine/SkeletalMesh.h" 8 | #include "Components/SkeletalMeshComponent.h" 9 | #include "Engine/StaticMesh.h" 10 | #include "AI/ALSAIController.h" 11 | #include "Kismet/GameplayStatics.h" 12 | 13 | AALSCharacter::AALSCharacter(const FObjectInitializer& ObjectInitializer) 14 | : Super(ObjectInitializer) 15 | { 16 | HeldObjectRoot = CreateDefaultSubobject(TEXT("HeldObjectRoot")); 17 | HeldObjectRoot->SetupAttachment(GetMesh()); 18 | 19 | SkeletalMesh = CreateDefaultSubobject(TEXT("SkeletalMesh")); 20 | SkeletalMesh->SetupAttachment(HeldObjectRoot); 21 | 22 | StaticMesh = CreateDefaultSubobject(TEXT("StaticMesh")); 23 | StaticMesh->SetupAttachment(HeldObjectRoot); 24 | 25 | AIControllerClass = AALSAIController::StaticClass(); 26 | } 27 | 28 | void AALSCharacter::ClearHeldObject() 29 | { 30 | StaticMesh->SetStaticMesh(nullptr); 31 | SkeletalMesh->SetSkeletalMesh(nullptr); 32 | SkeletalMesh->SetAnimInstanceClass(nullptr); 33 | } 34 | 35 | void AALSCharacter::AttachToHand(UStaticMesh* NewStaticMesh, USkeletalMesh* NewSkeletalMesh, UClass* NewAnimClass, 36 | bool bLeftHand, FVector Offset) 37 | { 38 | ClearHeldObject(); 39 | 40 | if (IsValid(NewStaticMesh)) 41 | { 42 | StaticMesh->SetStaticMesh(NewStaticMesh); 43 | } 44 | else if (IsValid(NewSkeletalMesh)) 45 | { 46 | SkeletalMesh->SetSkeletalMesh(NewSkeletalMesh); 47 | if (IsValid(NewAnimClass)) 48 | { 49 | SkeletalMesh->SetAnimInstanceClass(NewAnimClass); 50 | } 51 | } 52 | 53 | FName AttachBone; 54 | if (bLeftHand) 55 | { 56 | AttachBone = TEXT("VB LHS_ik_hand_gun"); 57 | } 58 | else 59 | { 60 | AttachBone = TEXT("VB RHS_ik_hand_gun"); 61 | } 62 | 63 | HeldObjectRoot->AttachToComponent(GetMesh(), 64 | FAttachmentTransformRules::SnapToTargetNotIncludingScale, AttachBone); 65 | HeldObjectRoot->SetRelativeLocation(Offset); 66 | } 67 | 68 | void AALSCharacter::RagdollStart() 69 | { 70 | ClearHeldObject(); 71 | Super::RagdollStart(); 72 | } 73 | 74 | void AALSCharacter::RagdollEnd() 75 | { 76 | Super::RagdollEnd(); 77 | UpdateHeldObject(); 78 | } 79 | 80 | ECollisionChannel AALSCharacter::GetThirdPersonTraceParams(FVector& TraceOrigin, float& TraceRadius) 81 | { 82 | const FName CameraSocketName = bRightShoulder ? TEXT("TP_CameraTrace_R") : TEXT("TP_CameraTrace_L"); 83 | TraceOrigin = GetMesh()->GetSocketLocation(CameraSocketName); 84 | TraceRadius = 15.0f; 85 | return ECC_Camera; 86 | } 87 | 88 | FTransform AALSCharacter::GetThirdPersonPivotTarget() 89 | { 90 | return FTransform(GetActorRotation(), 91 | (GetMesh()->GetSocketLocation(TEXT("Head")) + GetMesh()->GetSocketLocation(TEXT("root"))) / 2.0f, 92 | FVector::OneVector); 93 | } 94 | 95 | FVector AALSCharacter::GetFirstPersonCameraTarget() 96 | { 97 | return GetMesh()->GetSocketLocation(TEXT("FP_Camera")); 98 | } 99 | 100 | void AALSCharacter::OnOverlayStateChanged(EALSOverlayState PreviousState) 101 | { 102 | Super::OnOverlayStateChanged(PreviousState); 103 | UpdateHeldObject(); 104 | } 105 | 106 | void AALSCharacter::Tick(float DeltaTime) 107 | { 108 | Super::Tick(DeltaTime); 109 | 110 | UpdateHeldObjectAnimations(); 111 | } 112 | 113 | void AALSCharacter::BeginPlay() 114 | { 115 | Super::BeginPlay(); 116 | 117 | UpdateHeldObject(); 118 | } 119 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Private/Character/Animation/ALSPlayerCameraBehavior.cpp: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | 5 | #include "Character/Animation/ALSPlayerCameraBehavior.h" 6 | 7 | 8 | #include "Character/ALSBaseCharacter.h" 9 | 10 | void UALSPlayerCameraBehavior::SetRotationMode(EALSRotationMode RotationMode) 11 | { 12 | bVelocityDirection = RotationMode == EALSRotationMode::VelocityDirection; 13 | bLookingDirection = RotationMode == EALSRotationMode::LookingDirection; 14 | bAiming = RotationMode == EALSRotationMode::Aiming; 15 | } 16 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSAnimNotifyCameraShake.cpp: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | 5 | #include "Character/Animation/Notify/ALSAnimNotifyCameraShake.h" 6 | 7 | #include "Components/SkeletalMeshComponent.h" 8 | 9 | #include "GameFramework/Pawn.h" 10 | #include "GameFramework/PlayerController.h" 11 | 12 | void UALSAnimNotifyCameraShake::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) 13 | { 14 | Super::Notify(MeshComp, Animation, EventReference); 15 | 16 | APawn* OwnerPawn = Cast(MeshComp->GetOwner()); 17 | if (OwnerPawn) 18 | { 19 | APlayerController* OwnerController = Cast(OwnerPawn->GetController()); 20 | if (OwnerController) 21 | { 22 | OwnerController->ClientStartCameraShake(ShakeClass, Scale); 23 | } 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSAnimNotifyFootstep.cpp: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | 5 | #include "Character/Animation/Notify/ALSAnimNotifyFootstep.h" 6 | 7 | #include "Animation/AnimInstance.h" 8 | #include "Components/AudioComponent.h" 9 | #include "Components/SkeletalMeshComponent.h" 10 | 11 | #include "Engine/DataTable.h" 12 | #include "Kismet/KismetSystemLibrary.h" 13 | #include "Library/ALSCharacterStructLibrary.h" 14 | #include "PhysicalMaterials/PhysicalMaterial.h" 15 | #include "NiagaraSystem.h" 16 | #include "NiagaraFunctionLibrary.h" 17 | #include "Sound/SoundBase.h" 18 | 19 | 20 | const FName NAME_Mask_FootstepSound(TEXT("Mask_FootstepSound")); 21 | 22 | FName UALSAnimNotifyFootstep::NAME_FootstepType(TEXT("FootstepType")); 23 | FName UALSAnimNotifyFootstep::NAME_Foot_R(TEXT("Foot_R")); 24 | 25 | 26 | void UALSAnimNotifyFootstep::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) 27 | { 28 | Super::Notify(MeshComp, Animation, EventReference); 29 | 30 | if (!MeshComp) 31 | { 32 | return; 33 | } 34 | 35 | AActor* MeshOwner = MeshComp->GetOwner(); 36 | if (!MeshOwner) 37 | { 38 | return; 39 | } 40 | 41 | if (HitDataTable) 42 | { 43 | UWorld* World = MeshComp->GetWorld(); 44 | check(World); 45 | 46 | const FVector FootLocation = MeshComp->GetSocketLocation(FootSocketName); 47 | const FRotator FootRotation = MeshComp->GetSocketRotation(FootSocketName); 48 | const FVector TraceEnd = FootLocation - MeshOwner->GetActorUpVector() * TraceLength; 49 | 50 | FHitResult Hit; 51 | 52 | if (UKismetSystemLibrary::LineTraceSingle(MeshOwner /*used by bIgnoreSelf*/, FootLocation, TraceEnd, TraceChannel, true /*bTraceComplex*/, MeshOwner->Children, 53 | DrawDebugType, Hit, true /*bIgnoreSelf*/)) 54 | { 55 | if (!Hit.PhysMaterial.Get()) 56 | { 57 | return; 58 | } 59 | 60 | const EPhysicalSurface SurfaceType = Hit.PhysMaterial.Get()->SurfaceType; 61 | 62 | check(IsInGameThread()); 63 | checkNoRecursion(); 64 | static TArray HitFXRows; 65 | HitFXRows.Reset(); 66 | 67 | HitDataTable->GetAllRows(FString(), HitFXRows); 68 | 69 | FALSHitFX* HitFX = nullptr; 70 | if (auto FoundResult = HitFXRows.FindByPredicate([&](const FALSHitFX* Value) 71 | { 72 | return SurfaceType == Value->SurfaceType; 73 | })) 74 | { 75 | HitFX = *FoundResult; 76 | } 77 | else if (auto DefaultResult = HitFXRows.FindByPredicate([&](const FALSHitFX* Value) 78 | { 79 | return EPhysicalSurface::SurfaceType_Default == Value->SurfaceType; 80 | })) 81 | { 82 | HitFX = *DefaultResult; 83 | } 84 | else 85 | { 86 | return; 87 | } 88 | 89 | if (bSpawnSound && HitFX->Sound.LoadSynchronous()) 90 | { 91 | UAudioComponent* SpawnedSound = nullptr; 92 | 93 | const float MaskCurveValue = MeshComp->GetAnimInstance()->GetCurveValue( 94 | NAME_Mask_FootstepSound); 95 | const float FinalVolMult = bOverrideMaskCurve 96 | ? VolumeMultiplier 97 | : VolumeMultiplier * (1.0f - MaskCurveValue); 98 | 99 | switch (HitFX->SoundSpawnType) 100 | { 101 | case EALSSpawnType::Location: 102 | SpawnedSound = UGameplayStatics::SpawnSoundAtLocation( 103 | World, HitFX->Sound.Get(), Hit.Location + HitFX->SoundLocationOffset, 104 | HitFX->SoundRotationOffset, FinalVolMult, PitchMultiplier); 105 | break; 106 | 107 | case EALSSpawnType::Attached: 108 | SpawnedSound = UGameplayStatics::SpawnSoundAttached(HitFX->Sound.Get(), MeshComp, FootSocketName, 109 | HitFX->SoundLocationOffset, 110 | HitFX->SoundRotationOffset, 111 | HitFX->SoundAttachmentType, true, FinalVolMult, 112 | PitchMultiplier); 113 | 114 | break; 115 | } 116 | if (SpawnedSound) 117 | { 118 | SpawnedSound->SetIntParameter(SoundParameterName, static_cast(FootstepType)); 119 | } 120 | } 121 | 122 | if (bSpawnNiagara && HitFX->NiagaraSystem.LoadSynchronous()) 123 | { 124 | UNiagaraComponent* SpawnedParticle = nullptr; 125 | const FVector Location = Hit.Location + MeshOwner->GetTransform().TransformVector( 126 | HitFX->DecalLocationOffset); 127 | 128 | switch (HitFX->NiagaraSpawnType) 129 | { 130 | case EALSSpawnType::Location: 131 | SpawnedParticle = UNiagaraFunctionLibrary::SpawnSystemAtLocation( 132 | World, HitFX->NiagaraSystem.Get(), Location, FootRotation + HitFX->NiagaraRotationOffset); 133 | break; 134 | 135 | case EALSSpawnType::Attached: 136 | SpawnedParticle = UNiagaraFunctionLibrary::SpawnSystemAttached( 137 | HitFX->NiagaraSystem.Get(), MeshComp, FootSocketName, HitFX->NiagaraLocationOffset, 138 | HitFX->NiagaraRotationOffset, HitFX->NiagaraAttachmentType, true); 139 | break; 140 | } 141 | } 142 | 143 | if (bSpawnDecal && HitFX->DecalMaterial.LoadSynchronous()) 144 | { 145 | const FVector Location = Hit.Location + MeshOwner->GetTransform().TransformVector( 146 | HitFX->DecalLocationOffset); 147 | 148 | const FVector DecalSize = FVector(bMirrorDecalX ? -HitFX->DecalSize.X : HitFX->DecalSize.X, 149 | bMirrorDecalY ? -HitFX->DecalSize.Y : HitFX->DecalSize.Y, 150 | bMirrorDecalZ ? -HitFX->DecalSize.Z : HitFX->DecalSize.Z); 151 | 152 | UDecalComponent* SpawnedDecal = nullptr; 153 | switch (HitFX->DecalSpawnType) 154 | { 155 | case EALSSpawnType::Location: 156 | SpawnedDecal = UGameplayStatics::SpawnDecalAtLocation( 157 | World, HitFX->DecalMaterial.Get(), DecalSize, Location, 158 | FootRotation + HitFX->DecalRotationOffset, HitFX->DecalLifeSpan); 159 | break; 160 | 161 | case EALSSpawnType::Attached: 162 | SpawnedDecal = UGameplayStatics::SpawnDecalAttached(HitFX->DecalMaterial.Get(), DecalSize, 163 | Hit.Component.Get(), NAME_None, Location, 164 | FootRotation + HitFX->DecalRotationOffset, 165 | HitFX->DecalAttachmentType, 166 | HitFX->DecalLifeSpan); 167 | break; 168 | } 169 | } 170 | } 171 | } 172 | } 173 | 174 | FString UALSAnimNotifyFootstep::GetNotifyName_Implementation() const 175 | { 176 | FString Name(TEXT("Footstep Type: ")); 177 | Name.Append(GetEnumerationToString(FootstepType)); 178 | return Name; 179 | } 180 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSAnimNotifyGroundedEntryState.cpp: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | 5 | #include "Character/Animation/Notify/ALSAnimNotifyGroundedEntryState.h" 6 | 7 | #include "Character/ALSBaseCharacter.h" 8 | #include "Character/Animation/ALSCharacterAnimInstance.h" 9 | 10 | void UALSAnimNotifyGroundedEntryState::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) 11 | { 12 | Super::Notify(MeshComp, Animation, EventReference); 13 | 14 | AALSBaseCharacter* Character = Cast(MeshComp->GetOwner()); 15 | if (Character) 16 | { 17 | Character->SetGroundedEntryState(GroundedEntryState); 18 | } 19 | } 20 | 21 | FString UALSAnimNotifyGroundedEntryState::GetNotifyName_Implementation() const 22 | { 23 | FString Name(TEXT("Grounded Entry State: ")); 24 | Name.Append(GetEnumerationToString(GroundedEntryState)); 25 | return Name; 26 | } 27 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSNotifyStateEarlyBlendOut.cpp: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | 5 | #include "Character/Animation/Notify/ALSNotifyStateEarlyBlendOut.h" 6 | 7 | #include "Components/SkeletalMeshComponent.h" 8 | #include "Animation/AnimInstance.h" 9 | #include "Character/ALSBaseCharacter.h" 10 | 11 | void UALSNotifyStateEarlyBlendOut::NotifyTick(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, 12 | float FrameDeltaTime, const FAnimNotifyEventReference& EventReference) 13 | { 14 | Super::NotifyTick(MeshComp, Animation, FrameDeltaTime, EventReference); 15 | 16 | if (!MeshComp || !MeshComp->GetAnimInstance()) 17 | { 18 | return; 19 | } 20 | 21 | UAnimInstance* AnimInstance = MeshComp->GetAnimInstance(); 22 | AALSBaseCharacter* OwnerCharacter = Cast(MeshComp->GetOwner()); 23 | if (!OwnerCharacter || !AnimInstance) 24 | { 25 | return; 26 | } 27 | 28 | bool bStopMontage = false; 29 | if (bCheckMovementState && OwnerCharacter->GetMovementState() == MovementStateEquals) 30 | { 31 | bStopMontage = true; 32 | } 33 | else if (bCheckStance && OwnerCharacter->GetStance() == StanceEquals) 34 | { 35 | bStopMontage = true; 36 | } 37 | else if (bCheckMovementInput && OwnerCharacter->HasMovementInput()) 38 | { 39 | bStopMontage = true; 40 | } 41 | 42 | if (bStopMontage) 43 | { 44 | AnimInstance->Montage_Stop(BlendOutTime, ThisMontage); 45 | } 46 | } 47 | 48 | FString UALSNotifyStateEarlyBlendOut::GetNotifyName_Implementation() const 49 | { 50 | return FString(TEXT("Early Blend Out")); 51 | } 52 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSNotifyStateMovementAction.cpp: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | 5 | #include "Character/Animation/Notify/ALSNotifyStateMovementAction.h" 6 | 7 | #include "Character/ALSBaseCharacter.h" 8 | 9 | #include "Components/SkeletalMeshComponent.h" 10 | 11 | void UALSNotifyStateMovementAction::NotifyBegin(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, 12 | float TotalDuration, const FAnimNotifyEventReference& EventReference) 13 | { 14 | Super::NotifyBegin(MeshComp, Animation, TotalDuration, EventReference); 15 | 16 | AALSBaseCharacter* BaseCharacter = Cast(MeshComp->GetOwner()); 17 | if (BaseCharacter) 18 | { 19 | BaseCharacter->SetMovementAction(MovementAction); 20 | } 21 | } 22 | 23 | void UALSNotifyStateMovementAction::NotifyEnd(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, 24 | const FAnimNotifyEventReference& EventReference) 25 | { 26 | Super::NotifyEnd(MeshComp, Animation, EventReference); 27 | 28 | AALSBaseCharacter* BaseCharacter = Cast(MeshComp->GetOwner()); 29 | if (BaseCharacter && BaseCharacter->GetMovementAction() == MovementAction) 30 | { 31 | BaseCharacter->SetMovementAction(EALSMovementAction::None); 32 | } 33 | } 34 | 35 | FString UALSNotifyStateMovementAction::GetNotifyName_Implementation() const 36 | { 37 | FString Name(TEXT("Movement Action: ")); 38 | Name.Append(GetEnumerationToString(MovementAction)); 39 | return Name; 40 | } 41 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Private/Character/Animation/Notify/ALSNotifyStateOverlayOverride.cpp: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | 5 | #include "Character/Animation/Notify/ALSNotifyStateOverlayOverride.h" 6 | 7 | #include "Character/ALSBaseCharacter.h" 8 | #include "Character/Animation/ALSCharacterAnimInstance.h" 9 | 10 | void UALSNotifyStateOverlayOverride::NotifyBegin(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, 11 | float TotalDuration, const FAnimNotifyEventReference& EventReference) 12 | { 13 | Super::NotifyBegin(MeshComp, Animation, TotalDuration, EventReference); 14 | 15 | AALSBaseCharacter* Character = Cast(MeshComp->GetOwner()); 16 | if (Character) 17 | { 18 | Character->SetOverlayOverrideState(OverlayOverrideState); 19 | } 20 | } 21 | 22 | void UALSNotifyStateOverlayOverride::NotifyEnd(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) 23 | { 24 | Super::NotifyEnd(MeshComp, Animation, EventReference); 25 | 26 | AALSBaseCharacter* Character = Cast(MeshComp->GetOwner()); 27 | if (Character) 28 | { 29 | Character->SetOverlayOverrideState(0); 30 | } 31 | } 32 | 33 | FString UALSNotifyStateOverlayOverride::GetNotifyName_Implementation() const 34 | { 35 | FString Name(TEXT("Overlay Override State: ")); 36 | Name.Append(FString::FromInt(OverlayOverrideState)); 37 | return Name; 38 | } 39 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Private/Library/ALSMathLibrary.cpp: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | 5 | #include "Library/ALSMathLibrary.h" 6 | 7 | 8 | #include "Library/ALSCharacterStructLibrary.h" 9 | #include "Components/ALSDebugComponent.h" 10 | 11 | #include "Components/CapsuleComponent.h" 12 | 13 | FTransform UALSMathLibrary::MantleComponentLocalToWorld(const FALSComponentAndTransform& CompAndTransform) 14 | { 15 | const FTransform& InverseTransform = CompAndTransform.Component->GetComponentToWorld().Inverse(); 16 | const FVector Location = InverseTransform.InverseTransformPosition(CompAndTransform.Transform.GetLocation()); 17 | const FQuat Quat = InverseTransform.InverseTransformRotation(CompAndTransform.Transform.GetRotation()); 18 | const FVector Scale = InverseTransform.InverseTransformPosition(CompAndTransform.Transform.GetScale3D()); 19 | return {Quat, Location, Scale}; 20 | } 21 | 22 | FVector UALSMathLibrary::GetCapsuleBaseLocation(const float ZOffset, UCapsuleComponent* Capsule) 23 | { 24 | return Capsule->GetComponentLocation() - 25 | Capsule->GetUpVector() * (Capsule->GetScaledCapsuleHalfHeight() + ZOffset); 26 | } 27 | 28 | FVector UALSMathLibrary::GetCapsuleLocationFromBase(FVector BaseLocation, const float ZOffset, 29 | UCapsuleComponent* Capsule) 30 | { 31 | BaseLocation.Z += Capsule->GetScaledCapsuleHalfHeight() + ZOffset; 32 | return BaseLocation; 33 | } 34 | 35 | bool UALSMathLibrary::CapsuleHasRoomCheck(UCapsuleComponent* Capsule, FVector TargetLocation, float HeightOffset, 36 | float RadiusOffset, EDrawDebugTrace::Type DebugType, bool DrawDebugTrace) 37 | { 38 | // Perform a trace to see if the capsule has room to be at the target location. 39 | const float ZTarget = Capsule->GetScaledCapsuleHalfHeight_WithoutHemisphere() - RadiusOffset + HeightOffset; 40 | FVector TraceStart = TargetLocation; 41 | TraceStart.Z += ZTarget; 42 | FVector TraceEnd = TargetLocation; 43 | TraceEnd.Z -= ZTarget; 44 | const float Radius = Capsule->GetUnscaledCapsuleRadius() + RadiusOffset; 45 | 46 | const UWorld* World = Capsule->GetWorld(); 47 | check(World); 48 | 49 | FCollisionQueryParams Params; 50 | Params.AddIgnoredActor(Capsule->GetOwner()); 51 | 52 | FHitResult HitResult; 53 | const FCollisionShape SphereCollisionShape = FCollisionShape::MakeSphere(Radius); 54 | const bool bHit = World->SweepSingleByChannel(HitResult, TraceStart, TraceEnd, FQuat::Identity, 55 | ECC_Visibility, FCollisionShape::MakeSphere(Radius), Params); 56 | 57 | if (DrawDebugTrace) 58 | { 59 | UALSDebugComponent::DrawDebugSphereTraceSingle(World, 60 | TraceStart, 61 | TraceEnd, 62 | SphereCollisionShape, 63 | DebugType, 64 | bHit, 65 | HitResult, 66 | FLinearColor(0.130706f, 0.896269f, 0.144582f, 1.0f), // light green 67 | FLinearColor(0.932733f, 0.29136f, 1.0f, 1.0f), // light purple 68 | 1.0f); 69 | } 70 | 71 | return !(HitResult.bBlockingHit || HitResult.bStartPenetrating); 72 | } 73 | 74 | bool UALSMathLibrary::AngleInRange(float Angle, float MinAngle, float MaxAngle, float Buffer, bool IncreaseBuffer) 75 | { 76 | if (IncreaseBuffer) 77 | { 78 | return Angle >= MinAngle - Buffer && Angle <= MaxAngle + Buffer; 79 | } 80 | return Angle >= MinAngle + Buffer && Angle <= MaxAngle - Buffer; 81 | } 82 | 83 | EALSMovementDirection UALSMathLibrary::CalculateQuadrant(EALSMovementDirection Current, float FRThreshold, 84 | float FLThreshold, 85 | float BRThreshold, float BLThreshold, float Buffer, 86 | float Angle) 87 | { 88 | // Take the input angle and determine its quadrant (direction). Use the current Movement Direction to increase or 89 | // decrease the buffers on the angle ranges for each quadrant. 90 | if (AngleInRange(Angle, FLThreshold, FRThreshold, Buffer, 91 | Current != EALSMovementDirection::Forward && Current != EALSMovementDirection::Backward)) 92 | { 93 | return EALSMovementDirection::Forward; 94 | } 95 | 96 | if (AngleInRange(Angle, FRThreshold, BRThreshold, Buffer, 97 | Current != EALSMovementDirection::Right && Current != EALSMovementDirection::Left)) 98 | { 99 | return EALSMovementDirection::Right; 100 | } 101 | 102 | if (AngleInRange(Angle, BLThreshold, FLThreshold, Buffer, 103 | Current != EALSMovementDirection::Right && Current != EALSMovementDirection::Left)) 104 | { 105 | return EALSMovementDirection::Left; 106 | } 107 | 108 | return EALSMovementDirection::Backward; 109 | } 110 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Public/AI/ALSAIController.h: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | 5 | #pragma once 6 | 7 | #include "CoreMinimal.h" 8 | #include "AIController.h" 9 | #include "Runtime/AIModule/Classes/BehaviorTree/BehaviorTree.h" 10 | #include "ALSAIController.generated.h" 11 | 12 | /** 13 | * 14 | */ 15 | UCLASS() 16 | class ALSV4_CPP_API AALSAIController : public AAIController 17 | { 18 | GENERATED_BODY() 19 | 20 | public: 21 | AALSAIController(); 22 | 23 | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AI") 24 | TObjectPtr Behaviour = nullptr; 25 | 26 | protected: 27 | virtual void OnPossess(APawn* InPawn) override; 28 | 29 | virtual FVector GetFocalPointOnActor(const AActor *Actor) const override; 30 | }; 31 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Public/AI/ALS_BTTask_GetRandomLocation.h: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | #pragma once 5 | 6 | #include "CoreMinimal.h" 7 | #include "NavigationSystem.h" 8 | #include "BehaviorTree/Tasks/BTTask_BlackboardBase.h" 9 | #include "ALS_BTTask_GetRandomLocation.generated.h" 10 | 11 | class UNavigationQueryFilter; 12 | 13 | /** Picks a random location reachable through NavMesh within the Max Distance from the Owning Pawn's current location and assigns it to the specified Blackboard Key. */ 14 | UCLASS(Category=ALS, meta=(DisplayName = "Get Random Location")) 15 | class ALSV4_CPP_API UALS_BTTask_GetRandomLocation : public UBTTask_BlackboardBase 16 | { 17 | GENERATED_BODY() 18 | 19 | public: 20 | UALS_BTTask_GetRandomLocation(); 21 | 22 | /** Maximum distance the random location picked may be from pawn. */ 23 | UPROPERTY(Category = Navigation, EditAnywhere, meta=(ClampMin = 1)) 24 | float MaxDistance = 1000.0f; 25 | 26 | /** Navigation Query filter used when picking the location, only picks locations reachable using this filter when assigned. */ 27 | UPROPERTY(Category = Navigation, EditAnywhere) 28 | TSubclassOf Filter = nullptr; 29 | 30 | virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; 31 | virtual FString GetStaticDescription() const override; 32 | }; 33 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Public/AI/ALS_BTTask_SetFocusToPlayer.h: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | #pragma once 5 | 6 | #include "CoreMinimal.h" 7 | #include "BehaviorTree/BTTaskNode.h" 8 | #include "ALS_BTTask_SetFocusToPlayer.generated.h" 9 | 10 | /** Set AIController's Focus to the Player's Pawn Actor. */ 11 | UCLASS(Category = ALS, meta = (DisplayName = "Set Focus to Player")) 12 | class ALSV4_CPP_API UALS_BTTask_SetFocusToPlayer : public UBTTaskNode 13 | { 14 | GENERATED_BODY() 15 | 16 | public: 17 | UALS_BTTask_SetFocusToPlayer(); 18 | 19 | virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; 20 | virtual FString GetStaticDescription() const override; 21 | }; 22 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Public/Character/ALSCharacter.h: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | 5 | #pragma once 6 | 7 | #include "CoreMinimal.h" 8 | #include "Character/ALSBaseCharacter.h" 9 | #include "ALSCharacter.generated.h" 10 | 11 | /** 12 | * Specialized character class, with additional features like held object etc. 13 | */ 14 | UCLASS(Blueprintable, BlueprintType) 15 | class ALSV4_CPP_API AALSCharacter : public AALSBaseCharacter 16 | { 17 | GENERATED_BODY() 18 | 19 | public: 20 | AALSCharacter(const FObjectInitializer& ObjectInitializer); 21 | 22 | /** Implemented on BP to update held objects */ 23 | UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "ALS|HeldObject") 24 | void UpdateHeldObject(); 25 | 26 | UFUNCTION(BlueprintCallable, Category = "ALS|HeldObject") 27 | void ClearHeldObject(); 28 | 29 | UFUNCTION(BlueprintCallable, Category = "ALS|HeldObject") 30 | void AttachToHand(UStaticMesh* NewStaticMesh, USkeletalMesh* NewSkeletalMesh, 31 | class UClass* NewAnimClass, bool bLeftHand, FVector Offset); 32 | 33 | virtual void RagdollStart() override; 34 | 35 | virtual void RagdollEnd() override; 36 | 37 | virtual ECollisionChannel GetThirdPersonTraceParams(FVector& TraceOrigin, float& TraceRadius) override; 38 | 39 | virtual FTransform GetThirdPersonPivotTarget() override; 40 | 41 | virtual FVector GetFirstPersonCameraTarget() override; 42 | 43 | protected: 44 | virtual void Tick(float DeltaTime) override; 45 | 46 | virtual void BeginPlay() override; 47 | 48 | virtual void OnOverlayStateChanged(EALSOverlayState PreviousState) override; 49 | 50 | /** Implement on BP to update animation states of held objects */ 51 | UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "ALS|HeldObject") 52 | void UpdateHeldObjectAnimations(); 53 | 54 | public: 55 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS|Component") 56 | TObjectPtr HeldObjectRoot = nullptr; 57 | 58 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS|Component") 59 | TObjectPtr SkeletalMesh = nullptr; 60 | 61 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS|Component") 62 | TObjectPtr StaticMesh = nullptr; 63 | 64 | private: 65 | bool bNeedsColorReset = false; 66 | }; 67 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Public/Character/ALSCharacterMovementComponent.h: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | #pragma once 5 | 6 | #include "CoreMinimal.h" 7 | #include "GameFramework/CharacterMovementComponent.h" 8 | #include "Library/ALSCharacterStructLibrary.h" 9 | 10 | #include "ALSCharacterMovementComponent.generated.h" 11 | 12 | /** 13 | * Authoritative networked Character Movement 14 | */ 15 | UCLASS() 16 | class ALSV4_CPP_API UALSCharacterMovementComponent : public UCharacterMovementComponent 17 | { 18 | GENERATED_UCLASS_BODY() 19 | 20 | class ALSV4_CPP_API FSavedMove_My : public FSavedMove_Character 21 | { 22 | public: 23 | 24 | typedef FSavedMove_Character Super; 25 | 26 | virtual void Clear() override; 27 | virtual uint8 GetCompressedFlags() const override; 28 | virtual void SetMoveFor(ACharacter* Character, float InDeltaTime, FVector const& NewAccel, 29 | class FNetworkPredictionData_Client_Character& ClientData) override; 30 | virtual void PrepMoveFor(class ACharacter* Character) override; 31 | 32 | // Walk Speed Update 33 | uint8 bSavedRequestMovementSettingsChange : 1; 34 | EALSGait SavedAllowedGait = EALSGait::Walking; 35 | }; 36 | 37 | class ALSV4_CPP_API FNetworkPredictionData_Client_My : public FNetworkPredictionData_Client_Character 38 | { 39 | public: 40 | FNetworkPredictionData_Client_My(const UCharacterMovementComponent& ClientMovement); 41 | 42 | typedef FNetworkPredictionData_Client_Character Super; 43 | 44 | virtual FSavedMovePtr AllocateNewMove() override; 45 | }; 46 | 47 | virtual void UpdateFromCompressedFlags(uint8 Flags) override; 48 | virtual class FNetworkPredictionData_Client* GetPredictionData_Client() const override; 49 | virtual void OnMovementUpdated(float DeltaTime, const FVector& OldLocation, const FVector& OldVelocity) override; 50 | 51 | // Movement Settings Override 52 | virtual void PhysWalking(float deltaTime, int32 Iterations) override; 53 | virtual float GetMaxAcceleration() const override; 54 | virtual float GetMaxBrakingDeceleration() const override; 55 | 56 | // Movement Settings Variables 57 | UPROPERTY() 58 | uint8 bRequestMovementSettingsChange = 1; 59 | 60 | UPROPERTY() 61 | EALSGait AllowedGait = EALSGait::Walking; 62 | 63 | UPROPERTY(BlueprintReadOnly, Category = "ALS|Movement System") 64 | FALSMovementSettings CurrentMovementSettings; 65 | 66 | // Set Movement Curve (Called in every instance) 67 | float GetMappedSpeed() const; 68 | 69 | UFUNCTION(BlueprintCallable, Category = "Movement Settings") 70 | void SetMovementSettings(FALSMovementSettings NewMovementSettings); 71 | 72 | // Set Max Walking Speed (Called from the owning client) 73 | UFUNCTION(BlueprintCallable, Category = "Movement Settings") 74 | void SetAllowedGait(EALSGait NewAllowedGait); 75 | 76 | UFUNCTION(Reliable, Server, Category = "Movement Settings") 77 | void Server_SetAllowedGait(EALSGait NewAllowedGait); 78 | }; 79 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Public/Character/ALSPlayerCameraManager.h: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | #pragma once 5 | 6 | #include "CoreMinimal.h" 7 | #include "Camera/PlayerCameraManager.h" 8 | #include "ALSPlayerCameraManager.generated.h" 9 | 10 | // forward declarations 11 | class UALSDebugComponent; 12 | class AALSBaseCharacter; 13 | 14 | /** 15 | * Player camera manager class 16 | */ 17 | UCLASS(Blueprintable, BlueprintType) 18 | class ALSV4_CPP_API AALSPlayerCameraManager : public APlayerCameraManager 19 | { 20 | GENERATED_BODY() 21 | 22 | public: 23 | AALSPlayerCameraManager(); 24 | 25 | UFUNCTION(BlueprintCallable, Category = "ALS|Camera") 26 | void OnPossess(AALSBaseCharacter* NewCharacter); 27 | 28 | UFUNCTION(BlueprintCallable, Category = "ALS|Camera") 29 | float GetCameraBehaviorParam(FName CurveName) const; 30 | 31 | /** Implemented debug logic in BP */ 32 | UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, Category = "ALS|Camera") 33 | void DrawDebugTargets(FVector PivotTargetLocation); 34 | 35 | protected: 36 | virtual void UpdateViewTargetInternal(FTViewTarget& OutVT, float DeltaTime) override; 37 | 38 | UFUNCTION(BlueprintCallable, Category = "ALS|Camera") 39 | static FVector CalculateAxisIndependentLag( 40 | FVector CurrentLocation, FVector TargetLocation, FRotator CameraRotation, FVector LagSpeeds, float DeltaTime); 41 | 42 | UFUNCTION(BlueprintCallable, Category = "ALS|Camera") 43 | bool CustomCameraBehavior(float DeltaTime, FVector& Location, FRotator& Rotation, float& FOV); 44 | 45 | public: 46 | UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "ALS|Camera") 47 | TObjectPtr ControlledCharacter = nullptr; 48 | 49 | UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "ALS|Camera") 50 | TObjectPtr CameraBehavior = nullptr; 51 | 52 | protected: 53 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "ALS|Camera") 54 | FVector RootLocation; 55 | 56 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "ALS|Camera") 57 | FTransform SmoothedPivotTarget; 58 | 59 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "ALS|Camera") 60 | FVector PivotLocation; 61 | 62 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "ALS|Camera") 63 | FVector TargetCameraLocation; 64 | 65 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "ALS|Camera") 66 | FRotator TargetCameraRotation; 67 | 68 | UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Camera") 69 | FRotator DebugViewRotation; 70 | 71 | UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Camera") 72 | FVector DebugViewOffset; 73 | 74 | private: 75 | UPROPERTY() 76 | TObjectPtr ALSDebugComponent = nullptr; 77 | }; 78 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Public/Character/ALSPlayerController.h: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | #pragma once 5 | 6 | #include "CoreMinimal.h" 7 | #include "InputActionValue.h" 8 | #include "GameFramework/PlayerController.h" 9 | #include "ALSPlayerController.generated.h" 10 | 11 | class AALSBaseCharacter; 12 | class UInputMappingContext; 13 | 14 | /** 15 | * Player controller class 16 | */ 17 | UCLASS(Blueprintable, BlueprintType) 18 | class ALSV4_CPP_API AALSPlayerController : public APlayerController 19 | { 20 | GENERATED_BODY() 21 | 22 | public: 23 | virtual void OnPossess(APawn* NewPawn) override; 24 | 25 | virtual void OnRep_Pawn() override; 26 | 27 | virtual void SetupInputComponent() override; 28 | 29 | virtual void BindActions(UInputMappingContext* Context); 30 | 31 | protected: 32 | void SetupInputs(); 33 | 34 | void SetupCamera(); 35 | 36 | UFUNCTION() 37 | void ForwardMovementAction(const FInputActionValue& Value); 38 | 39 | UFUNCTION() 40 | void RightMovementAction(const FInputActionValue& Value); 41 | 42 | UFUNCTION() 43 | void CameraUpAction(const FInputActionValue& Value); 44 | 45 | UFUNCTION() 46 | void CameraRightAction(const FInputActionValue& Value); 47 | 48 | UFUNCTION() 49 | void JumpAction(const FInputActionValue& Value); 50 | 51 | UFUNCTION() 52 | void SprintAction(const FInputActionValue& Value); 53 | 54 | UFUNCTION() 55 | void AimAction(const FInputActionValue& Value); 56 | 57 | UFUNCTION() 58 | void CameraTapAction(const FInputActionValue& Value); 59 | 60 | UFUNCTION() 61 | void CameraHeldAction(const FInputActionValue& Value); 62 | 63 | UFUNCTION() 64 | void StanceAction(const FInputActionValue& Value); 65 | 66 | UFUNCTION() 67 | void WalkAction(const FInputActionValue& Value); 68 | 69 | UFUNCTION() 70 | void RagdollAction(const FInputActionValue& Value); 71 | 72 | UFUNCTION() 73 | void VelocityDirectionAction(const FInputActionValue& Value); 74 | 75 | UFUNCTION() 76 | void LookingDirectionAction(const FInputActionValue& Value); 77 | 78 | // Debug actions 79 | UFUNCTION() 80 | void DebugToggleHudAction(const FInputActionValue& Value); 81 | 82 | UFUNCTION() 83 | void DebugToggleDebugViewAction(const FInputActionValue& Value); 84 | 85 | UFUNCTION() 86 | void DebugToggleTracesAction(const FInputActionValue& Value); 87 | 88 | UFUNCTION() 89 | void DebugToggleShapesAction(const FInputActionValue& Value); 90 | 91 | UFUNCTION() 92 | void DebugToggleLayerColorsAction(const FInputActionValue& Value); 93 | 94 | UFUNCTION() 95 | void DebugToggleCharacterInfoAction(const FInputActionValue& Value); 96 | 97 | UFUNCTION() 98 | void DebugToggleSlomoAction(const FInputActionValue& Value); 99 | 100 | UFUNCTION() 101 | void DebugFocusedCharacterCycleAction(const FInputActionValue& Value); 102 | 103 | UFUNCTION() 104 | void DebugToggleMeshAction(const FInputActionValue& Value); 105 | 106 | UFUNCTION() 107 | void DebugOpenOverlayMenuAction(const FInputActionValue& Value); 108 | 109 | UFUNCTION() 110 | void DebugOverlayMenuCycleAction(const FInputActionValue& Value); 111 | 112 | public: 113 | /** Main character reference */ 114 | UPROPERTY(BlueprintReadOnly, Category = "ALS") 115 | TObjectPtr PossessedCharacter = nullptr; 116 | 117 | UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Input") 118 | TObjectPtr DefaultInputMappingContext = nullptr; 119 | 120 | UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Input") 121 | TObjectPtr DebugInputMappingContext = nullptr; 122 | }; 123 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Public/Character/Animation/ALSPlayerCameraBehavior.h: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | 5 | #pragma once 6 | 7 | #include "CoreMinimal.h" 8 | #include "Animation/AnimInstance.h" 9 | #include "Library/ALSCharacterEnumLibrary.h" 10 | 11 | #include "ALSPlayerCameraBehavior.generated.h" 12 | 13 | class AALSBaseCharacter; 14 | class AALSPlayerController; 15 | 16 | /** 17 | * Main class for player camera movement behavior 18 | */ 19 | UCLASS(Blueprintable, BlueprintType) 20 | class ALSV4_CPP_API UALSPlayerCameraBehavior : public UAnimInstance 21 | { 22 | GENERATED_BODY() 23 | 24 | public: 25 | void SetRotationMode(EALSRotationMode RotationMode); 26 | 27 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Read Only Data|Character Information") 28 | EALSMovementState MovementState; 29 | 30 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Read Only Data|Character Information") 31 | EALSMovementAction MovementAction; 32 | 33 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Read Only Data|Character Information") 34 | bool bLookingDirection = false; 35 | 36 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Read Only Data|Character Information") 37 | bool bVelocityDirection = false; 38 | 39 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Read Only Data|Character Information") 40 | bool bAiming = false; 41 | 42 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Read Only Data|Character Information") 43 | EALSGait Gait; 44 | 45 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Read Only Data|Character Information") 46 | EALSStance Stance; 47 | 48 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Read Only Data|Character Information") 49 | EALSViewMode ViewMode; 50 | 51 | UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Read Only Data|Character Information") 52 | bool bRightShoulder = false; 53 | 54 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Read Only Data|Character Information") 55 | bool bDebugView = false; 56 | }; 57 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Public/Character/Animation/Notify/ALSAnimNotifyCameraShake.h: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | 5 | #pragma once 6 | 7 | #include "CoreMinimal.h" 8 | #include "Camera/CameraShakeBase.h" 9 | #include "Animation/AnimNotifies/AnimNotify.h" 10 | #include "ALSAnimNotifyCameraShake.generated.h" 11 | 12 | class UCameraShakeBase; 13 | 14 | /** 15 | * Generic camera shake animation notify for pawns with controller enabled 16 | */ 17 | UCLASS() 18 | class ALSV4_CPP_API UALSAnimNotifyCameraShake : public UAnimNotify 19 | { 20 | GENERATED_BODY() 21 | 22 | virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override; 23 | 24 | public: 25 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AnimNotify) 26 | TSubclassOf ShakeClass; 27 | 28 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AnimNotify) 29 | float Scale = 1.0f; 30 | }; 31 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Public/Character/Animation/Notify/ALSAnimNotifyFootstep.h: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | 5 | #pragma once 6 | 7 | #include "CoreMinimal.h" 8 | #include "Animation/AnimNotifies/AnimNotify.h" 9 | #include "Library/ALSCharacterEnumLibrary.h" 10 | #include "Kismet/GameplayStatics.h" 11 | 12 | #include "ALSAnimNotifyFootstep.generated.h" 13 | 14 | class UDataTable; 15 | 16 | /** 17 | * Character footstep anim notify 18 | */ 19 | UCLASS() 20 | class ALSV4_CPP_API UALSAnimNotifyFootstep : public UAnimNotify 21 | { 22 | GENERATED_BODY() 23 | 24 | virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override; 25 | 26 | virtual FString GetNotifyName_Implementation() const override; 27 | 28 | public: 29 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Settings") 30 | TObjectPtr HitDataTable; 31 | 32 | static FName NAME_Foot_R; 33 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Socket") 34 | FName FootSocketName = NAME_Foot_R; 35 | 36 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trace") 37 | TEnumAsByte TraceChannel; 38 | 39 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trace") 40 | TEnumAsByte DrawDebugType; 41 | 42 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trace") 43 | float TraceLength = 50.0f; 44 | 45 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Decal") 46 | bool bSpawnDecal = false; 47 | 48 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Decal") 49 | bool bMirrorDecalX = false; 50 | 51 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Decal") 52 | bool bMirrorDecalY = false; 53 | 54 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Decal") 55 | bool bMirrorDecalZ = false; 56 | 57 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Sound") 58 | bool bSpawnSound = true; 59 | 60 | static FName NAME_FootstepType; 61 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Sound") 62 | FName SoundParameterName = NAME_FootstepType; 63 | 64 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Sound") 65 | EALSFootstepType FootstepType = EALSFootstepType::Step; 66 | 67 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Sound") 68 | bool bOverrideMaskCurve = false; 69 | 70 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Sound") 71 | float VolumeMultiplier = 1.0f; 72 | 73 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Sound") 74 | float PitchMultiplier = 1.0f; 75 | 76 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Niagara") 77 | bool bSpawnNiagara = false; 78 | }; 79 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Public/Character/Animation/Notify/ALSAnimNotifyGroundedEntryState.h: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | 5 | #pragma once 6 | 7 | #include "CoreMinimal.h" 8 | #include "Animation/AnimNotifies/AnimNotify.h" 9 | #include "Library/ALSCharacterEnumLibrary.h" 10 | 11 | #include "ALSAnimNotifyGroundedEntryState.generated.h" 12 | 13 | /** 14 | * 15 | */ 16 | UCLASS() 17 | class ALSV4_CPP_API UALSAnimNotifyGroundedEntryState : public UAnimNotify 18 | { 19 | GENERATED_BODY() 20 | 21 | virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override; 22 | 23 | virtual FString GetNotifyName_Implementation() const override; 24 | 25 | public: 26 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AnimNotify) 27 | EALSGroundedEntryState GroundedEntryState = EALSGroundedEntryState::None; 28 | }; 29 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Public/Character/Animation/Notify/ALSNotifyStateEarlyBlendOut.h: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | 5 | #pragma once 6 | 7 | #include "CoreMinimal.h" 8 | #include "Animation/AnimNotifies/AnimNotifyState.h" 9 | #include "Library/ALSCharacterEnumLibrary.h" 10 | 11 | #include "ALSNotifyStateEarlyBlendOut.generated.h" 12 | 13 | /** 14 | * Character early blend out anim state 15 | */ 16 | UCLASS() 17 | class ALSV4_CPP_API UALSNotifyStateEarlyBlendOut : public UAnimNotifyState 18 | { 19 | GENERATED_BODY() 20 | 21 | virtual void NotifyTick(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, float FrameDeltaTime, 22 | const FAnimNotifyEventReference& EventReference) override; 23 | 24 | virtual FString GetNotifyName_Implementation() const override; 25 | 26 | public: 27 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AnimNotify) 28 | TObjectPtr ThisMontage = nullptr; 29 | 30 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AnimNotify) 31 | float BlendOutTime = 0.25f; 32 | 33 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AnimNotify) 34 | bool bCheckMovementState = false; 35 | 36 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AnimNotify) 37 | EALSMovementState MovementStateEquals = EALSMovementState::None; 38 | 39 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AnimNotify) 40 | bool bCheckStance = false; 41 | 42 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AnimNotify) 43 | EALSStance StanceEquals = EALSStance::Standing; 44 | 45 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AnimNotify) 46 | bool bCheckMovementInput = false; 47 | }; 48 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Public/Character/Animation/Notify/ALSNotifyStateMovementAction.h: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | 5 | #pragma once 6 | 7 | #include "CoreMinimal.h" 8 | #include "Animation/AnimNotifies/AnimNotifyState.h" 9 | #include "Library/ALSCharacterEnumLibrary.h" 10 | 11 | #include "ALSNotifyStateMovementAction.generated.h" 12 | 13 | /** 14 | * 15 | */ 16 | UCLASS() 17 | class ALSV4_CPP_API UALSNotifyStateMovementAction : public UAnimNotifyState 18 | { 19 | GENERATED_BODY() 20 | 21 | virtual void NotifyBegin(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, float TotalDuration, 22 | const FAnimNotifyEventReference& EventReference) override; 23 | 24 | virtual void NotifyEnd(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, 25 | const FAnimNotifyEventReference& EventReference) override; 26 | 27 | virtual FString GetNotifyName_Implementation() const override; 28 | 29 | public: 30 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AnimNotify) 31 | EALSMovementAction MovementAction = EALSMovementAction::None; 32 | }; 33 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Public/Character/Animation/Notify/ALSNotifyStateOverlayOverride.h: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | 5 | #pragma once 6 | 7 | #include "CoreMinimal.h" 8 | #include "Animation/AnimNotifies/AnimNotifyState.h" 9 | #include "ALSNotifyStateOverlayOverride.generated.h" 10 | 11 | /** 12 | * 13 | */ 14 | UCLASS() 15 | class ALSV4_CPP_API UALSNotifyStateOverlayOverride : public UAnimNotifyState 16 | { 17 | GENERATED_BODY() 18 | 19 | virtual void NotifyBegin(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, float TotalDuration, 20 | const FAnimNotifyEventReference& EventReference) override; 21 | 22 | virtual void NotifyEnd(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, 23 | const FAnimNotifyEventReference& EventReference) override; 24 | 25 | virtual FString GetNotifyName_Implementation() const override; 26 | 27 | public: 28 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AnimNotify) 29 | int32 OverlayOverrideState = 0; 30 | }; 31 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Public/Components/ALSMantleComponent.h: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | #pragma once 5 | 6 | #include "CoreMinimal.h" 7 | 8 | #include "Character/ALSBaseCharacter.h" 9 | #include "Components/ActorComponent.h" 10 | #include "Kismet/KismetSystemLibrary.h" 11 | 12 | #include "ALSMantleComponent.generated.h" 13 | 14 | // forward declarations 15 | class UALSDebugComponent; 16 | 17 | 18 | UCLASS(Blueprintable, BlueprintType) 19 | class ALSV4_CPP_API UALSMantleComponent : public UActorComponent 20 | { 21 | GENERATED_BODY() 22 | 23 | public: 24 | UALSMantleComponent(); 25 | 26 | UFUNCTION(BlueprintCallable, Category = "ALS|Mantle System") 27 | bool MantleCheck(const FALSMantleTraceSettings& TraceSettings, 28 | EDrawDebugTrace::Type DebugType); 29 | 30 | UFUNCTION(BlueprintCallable, Category = "ALS|Mantle System") 31 | void MantleStart(float MantleHeight, const FALSComponentAndTransform& MantleLedgeWS, 32 | EALSMantleType MantleType); 33 | 34 | UFUNCTION(BlueprintCallable, Category = "ALS|Mantle System") 35 | void MantleUpdate(float BlendIn); 36 | 37 | UFUNCTION(BlueprintCallable, Category = "ALS|Mantle System") 38 | void MantleEnd(); 39 | 40 | UFUNCTION(BlueprintCallable, Category = "ALS|Mantle System") 41 | void OnOwnerJumpInput(); 42 | 43 | UFUNCTION(BlueprintCallable, Category = "ALS|Mantle System") 44 | void OnOwnerRagdollStateChanged(bool bRagdollState); 45 | 46 | /** Implement on BP to get correct mantle parameter set according to character state */ 47 | UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "ALS|Mantle System") 48 | FALSMantleAsset GetMantleAsset(EALSMantleType MantleType, EALSOverlayState CurrentOverlayState); 49 | 50 | protected: 51 | virtual void TickComponent(float DeltaTime, ELevelTick TickType, 52 | FActorComponentTickFunction* ThisTickFunction) override; 53 | 54 | // Called when the game starts 55 | virtual void BeginPlay() override; 56 | 57 | /** Mantling*/ 58 | UFUNCTION(BlueprintCallable, Server, Reliable, Category = "ALS|Mantle System") 59 | void Server_MantleStart(float MantleHeight, const FALSComponentAndTransform& MantleLedgeWS, 60 | EALSMantleType MantleType); 61 | 62 | UFUNCTION(BlueprintCallable, NetMulticast, Reliable, Category = "ALS|Mantle System") 63 | void Multicast_MantleStart(float MantleHeight, const FALSComponentAndTransform& MantleLedgeWS, 64 | EALSMantleType MantleType); 65 | 66 | protected: 67 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS|Mantle System") 68 | TObjectPtr MantleTimeline = nullptr; 69 | 70 | UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Mantle System") 71 | FALSMantleTraceSettings GroundedTraceSettings; 72 | 73 | UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Mantle System") 74 | FALSMantleTraceSettings AutomaticTraceSettings; 75 | 76 | UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Mantle System") 77 | FALSMantleTraceSettings FallingTraceSettings; 78 | 79 | UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Mantle System") 80 | TObjectPtr MantleTimelineCurve; 81 | 82 | static FName NAME_IgnoreOnlyPawn; 83 | /** Profile to use to detect objects we allow mantling */ 84 | UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Mantle System") 85 | FName MantleObjectDetectionProfile = NAME_IgnoreOnlyPawn; 86 | 87 | UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Mantle System") 88 | TEnumAsByte WalkableSurfaceDetectionChannel = ECC_Visibility; 89 | 90 | UPROPERTY(BlueprintReadOnly, Category = "ALS|Mantle System") 91 | FALSMantleParams MantleParams; 92 | 93 | UPROPERTY(BlueprintReadOnly, Category = "ALS|Mantle System") 94 | FALSComponentAndTransform MantleLedgeLS; 95 | 96 | UPROPERTY(BlueprintReadOnly, Category = "ALS|Mantle System") 97 | FTransform MantleTarget = FTransform::Identity; 98 | 99 | UPROPERTY(BlueprintReadOnly, Category = "ALS|Mantle System") 100 | FTransform MantleActualStartOffset = FTransform::Identity; 101 | 102 | UPROPERTY(BlueprintReadOnly, Category = "ALS|Mantle System") 103 | FTransform MantleAnimatedStartOffset = FTransform::Identity; 104 | 105 | /** If a dynamic object has a velocity bigger than this value, do not start mantle */ 106 | UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Mantle System") 107 | float AcceptableVelocityWhileMantling = 10.0f; 108 | 109 | private: 110 | UPROPERTY() 111 | TObjectPtr OwnerCharacter; 112 | 113 | UPROPERTY() 114 | TObjectPtr ALSDebugComponent = nullptr; 115 | }; 116 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Public/Library/ALSCharacterEnumLibrary.h: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | 5 | #pragma once 6 | 7 | #include "CoreMinimal.h" 8 | #include "ALSCharacterEnumLibrary.generated.h" 9 | 10 | /* Returns the enumeration index. */ 11 | template 12 | static FORCEINLINE int32 GetEnumerationIndex(const Enumeration InValue) 13 | { 14 | return StaticEnum()->GetIndexByValue(static_cast(InValue)); 15 | } 16 | 17 | /* Returns the enumeration value as string. */ 18 | template 19 | static FORCEINLINE FString GetEnumerationToString(const Enumeration InValue) 20 | { 21 | return StaticEnum()->GetNameStringByValue(static_cast(InValue)); 22 | } 23 | 24 | /** 25 | * Character gait state. Note: Also edit related struct in ALSStructEnumLibrary if you add new enums 26 | */ 27 | UENUM(BlueprintType, meta = (ScriptName = "ALS_Gait")) 28 | enum class EALSGait : uint8 29 | { 30 | Walking, 31 | Running, 32 | Sprinting 33 | }; 34 | 35 | /** 36 | * Character movement action state. Note: Also edit related struct in ALSStructEnumLibrary if you add new enums 37 | */ 38 | UENUM(BlueprintType, meta = (ScriptName = "ALS_MovementAction")) 39 | enum class EALSMovementAction : uint8 40 | { 41 | None, 42 | LowMantle, 43 | HighMantle, 44 | Rolling, 45 | GettingUp 46 | }; 47 | 48 | /** 49 | * Character movement state. Note: Also edit related struct in ALSStructEnumLibrary if you add new enums 50 | */ 51 | UENUM(BlueprintType, meta = (ScriptName = "ALS_MovementState")) 52 | enum class EALSMovementState : uint8 53 | { 54 | None, 55 | Grounded, 56 | InAir, 57 | Mantling, 58 | Ragdoll 59 | }; 60 | 61 | /** 62 | * Character overlay state. Note: Also edit related struct in ALSStructEnumLibrary if you add new enums 63 | */ 64 | UENUM(BlueprintType, meta = (ScriptName = "ALS_OverlayState")) 65 | enum class EALSOverlayState : uint8 66 | { 67 | Default, 68 | Masculine, 69 | Feminine, 70 | Injured, 71 | HandsTied, 72 | Rifle, 73 | PistolOneHanded, 74 | PistolTwoHanded, 75 | Bow, 76 | Torch, 77 | Binoculars, 78 | Box, 79 | Barrel 80 | }; 81 | 82 | /** 83 | * Character rotation mode. Note: Also edit related struct in ALSStructEnumLibrary if you add new enums 84 | */ 85 | UENUM(BlueprintType, meta = (ScriptName="ALS_RotationMode")) 86 | enum class EALSRotationMode : uint8 87 | { 88 | VelocityDirection, 89 | LookingDirection, 90 | Aiming 91 | }; 92 | 93 | /** 94 | * Character stance. Note: Also edit related struct in ALSStructEnumLibrary if you add new enums 95 | */ 96 | UENUM(BlueprintType, meta = (ScriptName = "ALS_Stance")) 97 | enum class EALSStance : uint8 98 | { 99 | Standing, 100 | Crouching 101 | }; 102 | 103 | /** 104 | * Character view mode. Note: Also edit related struct in ALSStructEnumLibrary if you add new enums 105 | */ 106 | UENUM(BlueprintType, meta = (ScriptName = "ALS_ViewMode")) 107 | enum class EALSViewMode : uint8 108 | { 109 | ThirdPerson, 110 | FirstPerson 111 | }; 112 | 113 | UENUM(BlueprintType, meta = (ScriptName = "ALS_AnimFeatureExample")) 114 | enum class EALSAnimFeatureExample : uint8 115 | { 116 | StrideBlending, 117 | AdditiveBlending, 118 | SprintImpulse 119 | }; 120 | 121 | UENUM(BlueprintType, meta = (ScriptName = "ALS_FootstepType")) 122 | enum class EALSFootstepType : uint8 123 | { 124 | Step, 125 | WalkRun, 126 | Jump, 127 | Land 128 | }; 129 | 130 | UENUM(BlueprintType, meta = (ScriptName = "ALS_GroundedEntryState")) 131 | enum class EALSGroundedEntryState : uint8 132 | { 133 | None, 134 | Roll 135 | }; 136 | 137 | UENUM(BlueprintType, meta = (ScriptName = "ALS_HipsDirection")) 138 | enum class EALSHipsDirection : uint8 139 | { 140 | F, 141 | B, 142 | RF, 143 | RB, 144 | LF, 145 | LB 146 | }; 147 | 148 | UENUM(BlueprintType, meta = (ScriptName = "ALS_MantleType")) 149 | enum class EALSMantleType : uint8 150 | { 151 | HighMantle, 152 | LowMantle, 153 | FallingCatch 154 | }; 155 | 156 | UENUM(BlueprintType, meta = (ScriptName = "ALS_MovementDirection")) 157 | enum class EALSMovementDirection : uint8 158 | { 159 | Forward, 160 | Right, 161 | Left, 162 | Backward 163 | }; 164 | 165 | UENUM(BlueprintType, meta = (ScriptName = "ALS_SpawnType")) 166 | enum class EALSSpawnType : uint8 167 | { 168 | Location, 169 | Attached 170 | }; 171 | -------------------------------------------------------------------------------- /Source/ALSV4_CPP/Public/Library/ALSMathLibrary.h: -------------------------------------------------------------------------------- 1 | // Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu 2 | // Source Code: https://github.com/dyanikoglu/ALS-Community 3 | 4 | #pragma once 5 | 6 | #include "CoreMinimal.h" 7 | #include "ALSCharacterEnumLibrary.h" 8 | #include "Engine/World.h" 9 | #include "Kismet/KismetSystemLibrary.h" 10 | #include "Library/ALSCharacterStructLibrary.h" 11 | 12 | #include "ALSMathLibrary.generated.h" 13 | 14 | class UCapsuleComponent; 15 | 16 | /** 17 | * Math library functions for ALS 18 | */ 19 | UCLASS() 20 | class ALSV4_CPP_API UALSMathLibrary : public UBlueprintFunctionLibrary 21 | { 22 | GENERATED_BODY() 23 | 24 | public: 25 | UFUNCTION(BlueprintCallable, Category = "ALS|Math Utils") 26 | static FTransform MantleComponentLocalToWorld(const FALSComponentAndTransform& CompAndTransform); 27 | 28 | UFUNCTION(BlueprintCallable, Category = "ALS|Math Utils") 29 | static FTransform TransformSub(const FTransform& T1, const FTransform& T2) 30 | { 31 | return FTransform(T1.GetRotation().Rotator() - T2.GetRotation().Rotator(), 32 | T1.GetLocation() - T2.GetLocation(), T1.GetScale3D() - T2.GetScale3D()); 33 | } 34 | 35 | UFUNCTION(BlueprintCallable, Category = "ALS|Math Utils") 36 | static FTransform TransformAdd(const FTransform& T1, const FTransform& T2) 37 | { 38 | return FTransform(T1.GetRotation().Rotator() + T2.GetRotation().Rotator(), 39 | T1.GetLocation() + T2.GetLocation(), T1.GetScale3D() + T2.GetScale3D()); 40 | } 41 | 42 | UFUNCTION(BlueprintCallable, Category = "ALS|Math Utils") 43 | static FVector GetCapsuleBaseLocation(float ZOffset, UCapsuleComponent* Capsule); 44 | 45 | UFUNCTION(BlueprintCallable, Category = "ALS|Math Utils") 46 | static FVector GetCapsuleLocationFromBase(FVector BaseLocation, float ZOffset, UCapsuleComponent* Capsule); 47 | 48 | UFUNCTION(BlueprintCallable, Category = "ALS|Math Utils") 49 | static bool CapsuleHasRoomCheck(UCapsuleComponent* Capsule, FVector TargetLocation, float HeightOffset, 50 | float RadiusOffset, EDrawDebugTrace::Type DebugType = EDrawDebugTrace::Type::None, bool DrawDebugTrace = false); 51 | 52 | UFUNCTION(BlueprintCallable, Category = "ALS|Math Utils") 53 | static bool AngleInRange(float Angle, float MinAngle, float MaxAngle, float Buffer, bool IncreaseBuffer); 54 | 55 | UFUNCTION(BlueprintCallable, Category = "ALS|Math Utils") 56 | static EALSMovementDirection CalculateQuadrant(EALSMovementDirection Current, float FRThreshold, float FLThreshold, 57 | float BRThreshold, 58 | float BLThreshold, float Buffer, float Angle); 59 | }; 60 | --------------------------------------------------------------------------------