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4.7

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@Sixze Sixze released this 22 Oct 12:00
· 467 commits to main since this release

Notable Changes

  • Added a Blend Curves animation graph node that allows to blend animation curves without the need for the VB curves virtual bone.
  • Added bUseHandIkBones and bUseFootIkBones settings, that allow to eliminate the need for IK bones and instead use only virtual bones for all bone manipulation tasks.
  • Replaced the EAlsGroundedEntryMode enum with Als.GroundedEntryMode gameplay tags.
  • Moved code related to locomotion actions and debug into separate .cpp files.
  • Improved foot locking reliability when standing on movable objects (especially in network multiplayer).

Skeleton

  • Renamed the VB curves virtual bone to VB ik_foot_root.

Animation Blueprint

  • Added separate transition animations for crouching stance.
  • Improved transitions from roll to grounded states.
  • Fixed an issue with left foot when stopping.
  • Fixed incorrect initial values of "Slot" animation curves.
  • Fixed incorrect transition from get-up montage to standing states.

Bone Manipulation

  • Added disabling of foot locking when rotating at a large angle to prevent the legs from twisting into a spiral.
  • Optimized foot locking for cases when standing on static objects.

Character

  • Refactored character rotation logic.
  • Set the VisibilityBasedAnimTickOption setting to EVisibilityBasedAnimTickOption::AlwaysTickPoseAndRefreshBones on the server when the character is not moving and skip character rotation modification using the RotationYawSpeed animation curve when the animation blueprint hasn't updated yet.
  • Fixed desync issues between clients and the server.
  • Fixed an issue with view rotation replication when bReplicateMovement is set to false.

Locomotion Actions

  • Removed the timeline component requirement for the mantling.
  • Optimized mantling logic.

Camera

  • Added camera trace "smoothing".
  • Added experimental camera lag substepping for better frame rate independence (disabled by default because exponential decay already provides good frame rate independence).
  • Added camera post-processing settings.
  • Improved camera initialization.
  • Moved camera logic into separate functions.
  • Fixed an issue with camera rotation interpolation.

Footstep Effects

  • Added a bSkipEffectsWhenInAir setting.
  • Added smooth disappearance of footstep decals over time.
  • Added reuse of trace hit results from foot IK logic in cases where possible.
  • Improved footstep effect animation notify timings in animation sequences.
  • Restored the TriggerWeightThreshold setting values in animation sequences to the values from the original project.
  • Fixed an issue with retrieving physical material from footstep traces.
  • Fixed an issue where footstep effects were not triggered in situations where the trace hit result was invalid.
  • Fixed incorrect footstep decal alignment on sloped surfaces.
  • Fixed broken playback of footstep effects in the animation editor.

Other

  • Added a EObjectTypeQuery array setting for mantling, ragdolling, and ground prediction traces.
  • Reintroduced AI example.
  • Reintroduced ambient sound on the Playground level.
  • Refactored assets in the ALSExtras folder.
  • Moved files from the ALS folder to the repository root folder.
  • Fixed Unreal Engine 5 Early Access compilation issues.