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4.9

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@Sixze Sixze released this 28 Jun 14:02
· 329 commits to main since this release

Notable Changes

  • Updated plugin to Unreal Engine 5.0.
  • Replaced legacy input system with the Enhanced Input plugin.
  • Replaced all sound cues with MetaSounds.
  • Improved support for Large World Coordinates.
  • Improved property access performance in linked animation blueprints by reading variables from the parent animation instance directly, instead of copying them in the game thread and reading the copies.
  • Moved thread-safe animation instance logic to the worker thread to improve game thread performance.
  • Use animation layer interfaces to dynamically switch overlay states at runtime instead of referencing them directly in animation blueprints.
  • Restored the original monolithic animation blueprint for cases where performance is top priority, since using linked animation instances comes with some overhead.
  • Replaced most of the remaining enums with gameplay tags
  • Reworked foot and pelvis offset logic for smoother character movement on stairs or sloped surfaces.
  • Added rotation of the character towards the last input direction when not moving in velocity direction rotation mode.
  • Fixed issues with foot locking and character rotation on the listen server or when Update Rate Optimization is enabled.
  • Suppressed "Trying to play a non-additive animation into a pose that is expected to be additive" warnings.

Skeleton

  • Renamed the FullBody animation slot to PostLocomotion.
  • Renamed the AimBlock animation curve to ViewBlock.
  • Renamed the AimManual animation curve to AllowAiming.
  • Renamed some virtual bones.

Animation Blueprint

  • Reworked view animation instance logic.
  • Improved layering.
  • Improved interpolation logic of some animation instance variables.
  • Use animation node functions instead of animation notifies where possible.
  • Simplified some animation state machines by using state aliases.
  • Slightly optimized the Blend Poses by Gameplay Tag and Blend Curves animation graph nodes.
  • Added separate animation sequences for dynamic transitions.
  • Fixed a crash when using the ShowDebug Animation console command.
  • Fixed an issue with movement animations that may occur during transitions to grounded states.
  • Fixed an issue with character pose when transitioning from jump to land state.
  • Fixed an issue with character pose when stopping at low fps.
  • Fixed an issue with knees when landing while aiming.

Bone Manipulation

  • Refactored CR_Als.
  • Improved foot locking teleportation logic.
  • Fixed noticeable leg stretching on movement start at low fps.
  • Fixed an issue with knees in foot IK when landing.

Character

  • Reworked view network smoothing and added support for smoothing on the listen server.
  • Keep the USkinnedMeshComponent::VisibilityBasedAnimTickOption setting unchanged, at least if it doesn't need to be changed for the plugin to work properly.
  • Exposed the UAlsCharacterMovementComponent::SetMovementSettings() function to blueprints.
  • Fixed glitchy character pushing by moving objects.
  • Fixed an issue with teleportation of simulated proxies.
  • Fixed an issue with view rotation initialization.

Locomotion Actions

  • Fixed character mesh jitter when rolling on clients.
  • Fixed very high initial ragdoll speed at unstable fps.

Footstep Effects

  • Fixed incorrect alignment of footstep effects on sloped surfaces.

Other

  • Renamed the ALSExample module to ALSExtras.
  • Added new objects to the Playground level to test foot and pelvis offsets.
  • Enabled the One File Per Actor feature on the Playground level.
  • Refactored UI widgets.