UE5 Asset Open World Locomotion System

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V5.0 - V5.5
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ВАЖНО: Перед миграцией в свой проект для правильной работы этого ассета требуется установить и включить в вашем проекте бесплатный плагин -
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Технические детали / Technical Details:
Features:
  • Fully Dynamic Climbing System, that let's you climb on everything
  • Manual/Automatic climbing switch
  • Directional jump and jump off when climbing
  • 8 Directional Movement
  • 4 Different Ground Movement Modes (Sprint, Run, Walk, Crouch)
  • Roll, Slide
  • Animation Overlay that serves as a framework to easily blend two different sets of animations. It allows you to add the animations for the upper body, like carrying or using a weapon, without the need to bother with the footwork
  • Gliding System with rigged and animated glider
  • Swimming (Work In Progress, swimming update coming soon)
  • Modular build using actor components for easy integration
  • Multiplayer-Ready
  • 129 Animations Examples
Number of Blueprints: 15
Input: (Keyboard, Mouse)
Network Replicated: Yes
Supported Development Platforms:
Windows: Yes
Mac: Not Tested

Все версии ассета (обновляется):

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Update 16.12.2022
Вероятно, это будет последнее крупное обновление, по крайней мере, на какое-то время.

Актив анимационных данных (Mannequin_DA) удален навсегда. Все переменные были перемещены в соответствующие компоненты, а монтаж Ragdoll был перемещен в базовый компонент. IK_Data в UE4 перемещены в Base AnimBP.

Добавлены новые возможности для плавания:
Теперь вы можете плавать на поверхности или нырять под воду, используя камеру или клавиши ввода.
Компонент «Плавание» теперь определяет, находится ли персонаж под водой.
Модель персонажа теперь движется вместе с волнами во время плавания по поверхности (эта функция работает только с плагином Unreal Engine Water и в водоемах, созданных этим плагином).
Персонаж теперь будет останавливаться при столкновении с препятствием в воде, а не пытаться проплыть его.
Добавлены новые анимации для плавания.

Рэгдолл теперь будет реагировать на объем воды.

Добавлена функция спуска вниз.
Добавлена возможность автоматического спуска вниз при приседании.
Добавлена возможность отключить лазание под водой.
Начать подъем во время плавания теперь должно быть проще.
Персонаж больше не будет обнулять свою скорость после залезания, если нажата клавиша движения. Это уберет короткую паузу, особенно заметную после анимации «Шаг вперед».
Исправлена ошибка, из-за которой залезание не запускалось, если в пределах 0-10 единиц от дна капсулы встречалось препятствие из-за неправильных настроек.

Спринт был переработан. Теперь вы можете включить спринт для различных состояний передвижения, таких как лазание и скольжение, в базовом компоненте. (Новых анимаций для них нет, анимации лазания просто ускорены)

 
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Bugfix 19.12.2022 (ссылка в шапке 👆)
Исправлена ошибка, из-за которой вы не могли спрыгнуть влево или вправо. Исправлены проблемы, из-за которых функция Modify Movement Speed function не срабатывала для локально контролируемых персонажей. Отменены изменения в Basic Movement AnimBP, которые препятствовали срабатыванию логики, когда персонаж не находился в состоянии Ground или Falling из-за случайного странного поведения анимации. Удалена ненужная IK_LimbRotationLimits structure из версии UE5.
 
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Update 22.12.2022
Добавлена возможность начать скольжение во время бега.
Добавлена возможность автоматически приподниматься, когда скольжение заканчивается.
Добавлена возможность установить скорость анимации для бега в приседе.

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Update 04.2023 UE 5.0-5.1
Changelog 1.5

Base Component:
  • Fixed ragdoll replication issues on dedicated servers
  • Added a DedicatedServer variable that you need to enable if you’re running your game on a dedicated server. It enables the fixes mentioned in this update.
Climbing component:
  • Renamed Mantle LocomotionState to Vault
  • Created VaultMode variable (enum). Current modes:
    • VaultUp - contains already existing functionality for the “mantle”. Capsule height will now shrink to the crouched height if WantsToCrouch is true or there is not enough space at the end to stand. Fixed a bug that caused the character to almost always move forward the maximum distance possible instead of the distance set for the specific animation.
    • ClimbDown - contains already existing functionality. Improvements to the detection logic.
    • VaultOver - moves the character over an obstacle. Capsule height is shrunk to the crouched height when the character is above the obstacle.
    • DropDown - moves the character from a ledge to the floor below. By default it only works if CanWalkOfLedges is set to false and there is a walkable floor below.
  • Removed the ClimbDown function and moved the code to the StartMantle function (renamed to StartVault).
  • Rewritten the StartVault function to also include the code for the VaultOver and DropDown mode.
  • Fixed an issue that displayed an error message if the mesh you were climbing on was deleted.
  • Fixed floor detection function in the Climbing Logic. This issue was only visible if the floor was set as non-climbable and the slope angle was lower than around 70 deg. If the slope was stepper the function worked correctly and if the floor was climbable its surface would get added to the climbing angle calculation quickly bringing it over the threshold and releasing the climbing.
  • Added an option to use camera direction for jump-off
  • Fixed character rotation when climbing on horizontal surface
  • MantleType variable type changed from enum to integer and renamed to VaultIndex
  • Mantle Data variable change from map to VaultUpParams_Struct array
  • Added a timer that will end the ClimbJump function and re-enable movement in case Anim Notify isn’t triggered.
  • Removed ClimbingIKWallPlaneOffset from the AnimDataClimbing_Struct and set that value to be equal to scaled capsule size. Climbing IK offset is now controlled through a variable in the AnimBP in UE4 and a value on the Control Rig node in the UE5
Basic Movement component:
  • You will no longer lose all your velocity when hitting the ground while sliding (or to be precise the ground friction will be temporarily reduced)
  • Fixed a bug that caused your character to immediately start gliding when hitting the jump button while sliding
Gliding component:
  • Added physics to the Gliding animations (to enable it change the EnablePhysics in the Gliding component to true, I forgot to re-enable the variable after testing)
  • Improved replication on dedicated servers
Swimming component:
  • Added a failsafe to make sure that the IsUnderwater boolean is set to false when exiting the swimming state (fixes a bug that causes your character to be unable to climb after exiting the water)
Animation Overlay component
  • Added an option to play anim montage when switching overlays while overlay is active. Enabled by default.
  • OverlayActive renamed to CanActivateOverlay
Animation Blueprints:
  • Added new transitions in the BasicMovement_AnimBP to fix blending issues when exiting Vault state.
  • Added a new state for jumping while sliding
Other:
  • Added AnimOverlay data asset variable to Weapon_BP
  • Reworked weapon switch logic in the OWL_Character_BP
Files:
  • Added E_VaultMode enum
  • Removed E_MantleType enum
  • Renamed MantleParams_Struct to VaultUpParams_Struct
  • Added VaultOverParams_Struct structure


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Update v1.6 (+hotfix 05.05.2023)
Multi-threaded animation blueprint update.
  • Removed "GetData" functions from the interface and the components since there was no way to make that method thread safe. Variables are now pulled directly from the components.
  • Moved IK logic from the Base AnimBP to a separate Anim blueprint.
  • Moved overlay logic from the Base AnimBP to a separate Anim blueprint (different from the AnimOverlay AnimBP which only holds the animations).
  • Cleaned up animation transitions so that everything now goes through fast passes (no blueprint calls from the anim graph) which should improve the performance.
  • Moved gliding animations to a separate AnimBP to remove all the animations from the Base AnimBP
  • Added AnimationState variable to the Base component that determines which animations are playing (previously set in the Base AnimBP).
  • Moved AnimationState logic for climbing from the Base AnimBP to the Climbing component.
  • Added AnimationState logic to the Vault state to improve animation blending when vaulting.
  • Moved all the Anim blueprint logic to a thread safe update function (UE5)

Bugfixes and improvements
  • Fixed a bug that allowed you to climb down through the floor if the floor was set as not climbable.
  • Fixed floor detection to no longer release climbing if the geometry below was “walkable” but too small to stand on.
  • Drop down will no longer force you into a crouched position.
  • Fixed incorrectly set animation for VaultUp to crouched and weapon pull-out/put-away (UE5)
  • Fixed an animation issue that would occur when slope sliding with overlay enabled.
  • Fixed missing code for using aim offset blend spaces.
  • Changed the default value for VaultDisableCollision back to false.
  • Changed the default value for EnablePhysics in the Gliding component to true.
  • Fixed the bug that would cause your character to get stuck if it attempted to climb a wall when falling if there was an unclimbable object between you and the wall.
  • Added an option to enable velocity check for Drop Down.
  • Fixed an issue that sometimes caused your character mesh to move slightly higher than it should be for one frame if you were vaulting from or to a crouched position.
  • Fixed a bug that prevented you from detecting nearby geometry when climbing if the Wall Offset variable was set to more than 4.
  • Moved Wall Offset variable to advanced display
  • Added a ClimbingTraceDistance variable to the Climbing component
  • Fixed an animation looping issue with the Climb_Up_Anim animation
  • Modified the Crouch_Idle_Anim animation and all the other animations using its base pose as a frame.
  • Added Enhanced Inputs to the UE 5.1 version
UE V5.0-5.1

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Добавил hotfix на v1.6 (ссылка та же):

- Fixed missing changes to the Climbing component in the 5.1 version.
- Fixed a bug that allowed Jump Off to start when Climb Jump was active.
- You character will now automatically uncrouch if it looses contact with the ground when Crouch Sliding.
- Increased default value for CrouchSlideDeceleration from 300 to 350.
- Increased default value for SlopeSlideDeceleration from 500 to 800
- Added gamepad binding to Enhanced Inputs (UE 5.1)

+ снизил хайд на более рании версии
 
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Добавил hotfix на v1.6 (ссылка та же):
- Fixed missing changes to the Climbing component in the 5.1 version.
- Fixed a bug that allowed Jump Off to start when Climb Jump was active.
- You character will now automatically uncrouch if it looses contact with the ground when Crouch Sliding.
- Increased default value for CrouchSlideDeceleration from 300 to 350.
- Increased default value for SlopeSlideDeceleration from 500 to 800
- Added gamepad binding to Enhanced Inputs (UE 5.1)
Такое вопрос там до обновы был подкат вроде на F при беги а сейчас там оружия а подкат я так и не понял где ?
 
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Update 04.06.2023 (UE V5.0-5.2)
5.2 version update with some bug fixes.

All versions:
  • Fixed an issue that caused the character to start climbing for a second instead of vaulting
  • Changed the Climb_Right_Anim animation to better match the base pose for climbing
5.1 and 5.2 version:
  • Fixed an input issue with changing the rotation mode and the camera
  • Added Construction Event to the Control Rig
  • Updated the physics asset for UE5 skeleton. Previous physics asset came from the 5.0 example project and had some issues, it was replaced by the asset from 5.1 example project.

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Update 19.07.2023
This update adds a ladder movement, an option to change capsule size for climbing, Automatic Climbing and Automatic Vaulting switches for different locomotion states, new IK option for UE5 and a few bug fixes and changes.

Added a Ladder movement which is a climbing mode that only allows you to move up or down and adjusts your position so that your character always moves from one step to the other and doesn't stop in between. The animation is adjusted to the current position on the ladder, but it has to be made to match the ladder. If you want to use a ladder with a different step height you would have to make a new animation

Added an option to change capsule size when climbing (Note that the relative location of the mesh is not adjusted to the capsule height, like it happens when you crouch, and is instead kept at it's default location)

Automatic Climbing variable type changed to map (E_LocomotionState - Boolean) which allows you to enable or disable automatic climbing for different locomotion state. Added Automatic Vaulting (map), Automatic Climb Down (boolean) and Automatic Drop Down (boolean) variables.

Fixed most of the issues with UE4 IK and added it as an alternative option to UE5 with an IK Rig node as a solver. This option is more stable than the control rig, but since there is no way to make the logic thread safe (because of the trace functions) there might be some difference in performance between the two versions, although I've never checked it, so I don't know if it's something noticeable or not.

Fixed a bug with the climb down logic that allowed you to start the motion even if the path was blocked by a non climbable object.
Changed the VaultUp and VaultOver variable types from a structure to a Data Asset.
Fixed the duplicate montage node warning (UE5).
Added an option to disable animation blending for AnimOverlay when standing still.

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Update 11.09.2023
UE 5.3 version is now available with a small update.

Fixed a bug that would permanently disable movement input if you ragdolled again during the get up animation.
Replaced E_Overlay enum with a Gameplay Tag variable in the animation overlay and added an option for spawning static and skeletal meshed from the data asset.
Changed the variables used to control the physics simulation during gliding, to allow for more precise control over which part of the body gets simulated.
Fixed the issue with the hand IK lagging behind during movement in the control rig version of the IK.
Fixed the issue with the surface offset (swimming) not working correctly in the UE5 version

It looks like the issues with the editor crashing when migrating the control rig files is no longer present in the 5.3 version (at least it worked for me, if you have any issues please let me know), but the issues with not being able to retarget the animation blueprint that do not have any animations is still present. I will update the documentation soon to address this issue.

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V1.8 UE V5.2-5.3
New feature - Skydiving. Starts automatically when falling from above a certain height, added to Basic Movement component.
New Climbing Mode - Ledge. When your character reaches a ledge it will stop until forward key is pressed again and will be able to move along the ledge. Disabled by default
Improved the logic for climbing on moving skeletal meshes and added an option to automatically enable Climb on Moving Targets when the surface you're climbing on is a skeletal mesh. Added an option to disable vaulting on skeletal meshes. Climbing on animated skeletal meshes is not supported for multiplayer.
Added an initial deceleration when entering water.
Added a simple stamina system as an example to OWL_Character_BP.

Improved the Disable Climbing and Disable Gliding event dispatchers. They will now release climbing/stop gliding, prevent the locomotion state from being changed when active instead of just disabling the input functions and are now replicated.
Fixed a replication issue with the ChangeMovementState_Networking function when called from a server.
Fixed an issue with weapon switching montage playing only on locally controlled characters.
Character will no longer lag near the surface when jumping into the water.
Fixed hand IK positions when moving up or down a slope
Fixed an issue that would prevent your character from gliding if you started climbing when sliding down a slope.
Several other small bug fixes


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V1.8.1 UE V5.3-5.4
Fixed a bug where floor check would sometimes detect a floor inside of a mesh (usually when trying to climb on a ceiling)
Fixed an issue with incorrect character rotation when climbing on a ceiling
Fixed an issue with incorrect movement and animations when dropping down from certain heights
Fixed an issue with swimming surface detection
Fixed animation transitions for entering swimming and climbing when moving with high velocity.
Fixed an issue with pelvis offset, added after you start climbing, not resetting. It was added to simulate inertia, but was not reset correctly, causing the mesh to deform if you started climbing while moving with high velocity (this was an issue only with the control rig version of the IK)
Several other small bug fixes
Added a collision box actor that temporarily enables ledge climbing in it's area


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Update 20.08.2024
UE V5.2-5.4

Reworked gliding logic to make network replication smoother. Also added an option to instantly change the Z velocity or make the character decelerate to reach the desired speed when you first start gliding.
Fixed an issue with the character rotation when gliding in versions 5.3 onwards.
Fixed an issue that would prevent sliding from ending on simulated proxies if the character started moving before the sliding movement finished.
Disable Climbing event dispatcher will no longer block vaulting if it's set to Vault Only right after being set to Disable Climbing.
Fixed an issue with the UE4 and IK Rig versions of the IK that would sometimes add an incorrect rotation to the hands when vaulting, after using the Animation Overlays Hand IK feature.
Locomotion State will now correctly reset back to Gliding if gliding was interrupted on the client but not on the server.

Added some changes to the components tick interval to improve the performance.
Climbing component - 0.02s when climbing, 0.5s when stationary on the ground, 0.1s for anything else. Configured through variables in the Performance tab
Swimming component - 0.02s when swimming, 0.5 s outside the water. Configured through variables in the Performance tab
Basic Movement component - 0.1s when in use (ground, falling), disabled when not. Configured through the default Tick Interval variable (Component Tick tab)
Gliding - tick disabled when not gliding, no changes to the tick interval due to potential issues with character rotation

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