Jakub W
Jakub W
  • Видео 78
  • Просмотров 693 640
UE5 - Some New Features Preview In AGLS v1.3 | Interactions & Companion AI
Here’s a preview of some new features added to AGLS v1.3. I mainly focused on improving the functionality of the Companion AI. However, I also added a few smaller features like note inspection, new picking up rifles & arrows, and other minor changes. Currently, I’m working on refining the Shooting mode for the CompAI.
For version 1.3, I also planned to implement Crawling, but I’m not sure if I’ll be able to complete it in a reasonable time. The main issue is the animation database, which takes a lot of time to create.
I’m tentatively planning to release version 1.3 around the middle of this month.
0:00 Inspect note
0:48 New picking up rifles
1:30 CompAI interactions
2:00 CompAI complex nav path...
Просмотров: 3 844

Видео

UE5.4 - Companion AI: Help Each Other To Climb Hight Wall | AGLS v1.2+
Просмотров 4,8 тыс.Месяц назад
The animations were not prepared by me (they were only modified to work with Motion Warping). The orginal creator is 'RamsterZ' who prepared it for the free Animation giveaway: ruclips.net/video/ytYt4XR3qqI/видео.html The wall height is configurable from 280 to 350 cm AGLS v1.2 is available on Patreon (the content presented in the video is currently not included): www.patreon.com/JakubW
UE5.4 - Advanced Companion AI: Traversal And Climbing Demo | AGLS v1.2
Просмотров 5 тыс.2 месяца назад
An excerpt from my monthly work on building advanced AI logic. In this video, I focused on showcasing how the AI navigates the environment, including obstacle avoidance, mantles, jumping down, and climbing on ledges. The whole thing is quite a complex system that is based on C . The structure of the Behavior Tree is based on Blueprint, but pathfinding and the component adding ability to movemen...
UE5.4 - AI Character Climbing Ledges? | Climbing Navigation System | AGLS v1.1+
Просмотров 5 тыс.3 месяца назад
A simple navigation implementation that allows AIs Characters to climb ledges by finding a path. The path calculation algorithm is based on Dijkstra's algorithm: en.wikipedia.org/wiki/Dijkstra's_algorithm Navigation system based on C and Blueprint Will this ultimately have any practical use? It's hard to say at the moment. I mostly wanted to see if such an implementation was even possible. I di...
UE5.4 - Motion Matching For AI Characters - Fight Demonstration | AGLS 1.1
Просмотров 17 тыс.4 месяца назад
I present the implemented Motion Matching system for the AI character. In the video, I showcase several possible scenarios for eliminating enemies. The Character Blueprint, along with the animation logic, is largely based on C . Unlike the BP_Character from the IWALS project, I managed to significantly reduce the amount of memory required to store resources needed for the proper functioning of ...
UE5.4 - Covering System Based On Motion Matching | AGLS v1.1 Preview
Просмотров 7 тыс.5 месяцев назад
A short demonstration of the new 'Cover' system, where the animation logic is based on Motion Matching. The system currently contains approximately 80 animations. At the moment, there is still no logic related to aiming while hiding behind cover. 0:00 Locomotion preview 3:30 Assets overview www.patreon.com/JakubW
UE5.4 - Walking On Stairs Locomotion | Game Animation Sample Project
Просмотров 11 тыс.6 месяцев назад
I decided to slightly improve the way of moving in the case of large ground slopes. One such case is stairs, which often cause problems. Using Motion Matching, after detecting that the capsule is on the stairs, the appropriate animation is selected to adapt to the ground. This solution is not perfect, but I think it definitely looks better than in the case of no such system (no change in the an...
UE5.4 - Full Traversal & Parkour System v1.0 (Works With Movable Objects) | Download
Просмотров 16 тыс.6 месяцев назад
Here is the first version of the Parkour system created using Motion Matching, which is compatible with the GASP project and IWALS v3.4. The system is based on C and Blueprint. Currently, there are bugs or inaccuracies, but these mainly stem from gaps in the animation database for Pose Search. The Traversal animations have slightly incorrect hand positions, but this will be corrected soon. Down...
UE5.4 - Predictable Jumps With Motion Matching | GameplayAnimationSystem
Просмотров 6 тыс.7 месяцев назад
System update from the IWALS project regarding predictive jumps. This is not the final system but rather a preview. The animation database may also expand. Currently, the TraversalAction system has not been converted for this project. I will, of course, perform this conversion, but I will need to develop a better algorithm for determining ledges positions for TraversalAction so that it works in...
UE5.4 - Motion Matching For ALSv4 | (GASP & IWALSv3.3) First Testing
Просмотров 11 тыс.7 месяцев назад
The project is a combination of the "Game Animation Sample Project" and "Interaction With ALSv4 (Advanced Locomotion System) v3.3". In the basic GASP, Motion Matching only includes two Gait states. In my example, we have three states (Walk, Jog, Run). Additionally, MM reacts poorly to the environment, such as walls, which I am also working on to achieve better animation matching. Currently, eve...
UE5 - Abandoned City Scene Part 2 | Content for IWAL3.2 | Unreal Engine 5.2
Просмотров 7 тыс.10 месяцев назад
The second part of the scene prepared for the "Interaction With ALS" project. The locomotion project and the presented scene are available on my Patreon: www.patreon.com/JakubW 0:00 Exploration 2:18 First Human AI fight 4:06 Lost fight with armored car 5:02 Second Human AI fight 5:55 Fight with armored car 9:45 Building interior 11:55 Zombies killing 2 12:40 Exploration & climbing 14:50 Buildin...
UE5 - Abandoned City Scene Part 1 | Content for IWAL3.2 | Unreal Engine 5.2
Просмотров 4,7 тыс.10 месяцев назад
Present a simple demo scene like The Last Of Us with gameplay based on the IWALS project. This is just a part of the scene that mainly focuses on interior rendering. I plan to make it available in a packed version and as additional files for the my project. Most models come from the Sketchfab platform under the CC Attribution license. Simplified glass destruction was done using Chaos Destructio...
UE5.2 - Rope Swing System V2 (Interaction With ALS v3.2) | Download
Просмотров 7 тыс.11 месяцев назад
The video presents the nearly final mechanics of the Rope Swing System, which I have managed to create. It is inspired by games such as Uncharted 4, The Last Of Us 2, and Tomb Raider. Unfortunately, there are problems that I have not been able to solve. One of the main limitations of the system is that the collision detection by the rope (MyCableComponent) works only on Simplex collisions (volu...
UE5.3 - Rope Simulation (Rope Swing System) | Preview 01
Просмотров 7 тыс.Год назад
I'm present a demo of a rope simulation to be used for the new 'Rope Swing' system. The entire simulation is based on the Varlet integration algorithm, that similarly working to the original cable simulation available in Unreal Engine. Unlike the original version, mine has many more features that allow you to customize the simulation by using blueprint (adding restraints, forces, set location t...
UE5.2 - Flashlight System Like Alan Wake (IWALS 3.1) | Preview
Просмотров 4,4 тыс.Год назад
UE5.2 - Flashlight System Like Alan Wake (IWALS 3.1) | Preview
UE5.2 - Simple Weapon Clipping In Third Person (IWALS 3.1)
Просмотров 3,2 тыс.Год назад
UE5.2 - Simple Weapon Clipping In Third Person (IWALS 3.1)
UE5.2 - Ladders Climb System V3 (IWALS 3.1 Preview)
Просмотров 3 тыс.Год назад
UE5.2 - Ladders Climb System V3 (IWALS 3.1 Preview)
UE5.2 - How To Use Gameplay Ability System (GAS) In IWALS 3.0
Просмотров 7 тыс.Год назад
UE5.2 - How To Use Gameplay Ability System (GAS) In IWALS 3.0
JakubW - Event Horizon (Animated Video)
Просмотров 1,6 тыс.Год назад
JakubW - Event Horizon (Animated Video)
UE5 - Interaction With ALSv4 v3.0 - More Features | Unreal Engine 5.0
Просмотров 14 тыс.Год назад
UE5 - Interaction With ALSv4 v3.0 - More Features | Unreal Engine 5.0
UE5 - Cable Application Examples | Better Cables Plugin v1.0
Просмотров 7 тыс.Год назад
UE5 - Cable Application Examples | Better Cables Plugin v1.0
UE5 - Comparison Of Collision Solver | Better Cables Plugin v1.0
Просмотров 3,5 тыс.Год назад
UE5 - Comparison Of Collision Solver | Better Cables Plugin v1.0
UE5 - Control Rig IK vs. Default ALS IK (Other Foots IK Method) | IWALS 3.0 Prev
Просмотров 4 тыс.Год назад
UE5 - Control Rig IK vs. Default ALS IK (Other Foots IK Method) | IWALS 3.0 Prev
UE5 - Interaction With ALSv4 v3.0 (Full Project Demonstration) | Unreal Engine 5.0
Просмотров 58 тыс.Год назад
UE5 - Interaction With ALSv4 v3.0 (Full Project Demonstration) | Unreal Engine 5.0
UE5 - Sliding On Non Walkable Angles (Prev 1) | Unreal Engine 5.0
Просмотров 7 тыс.Год назад
UE5 - Sliding On Non Walkable Angles (Prev 1) | Unreal Engine 5.0
Car
Просмотров 4,2 тыс.Год назад
Car
UE5 - Wall Climbing System With Pickaxe | IWALS Version 2.7 Preview
Просмотров 7 тыс.Год назад
UE5 - Wall Climbing System With Pickaxe | IWALS Version 2.7 Preview
UE5 - Jungle Scene With Gameplay | Unreal Engine 5.0
Просмотров 6 тыс.2 года назад
UE5 - Jungle Scene With Gameplay | Unreal Engine 5.0
UE5 - Walking On Narrow Ledge (Climbing System Update) | Test 01
Просмотров 4,2 тыс.2 года назад
UE5 - Walking On Narrow Ledge (Climbing System Update) | Test 01
UE5.1 - Fun With Physics Control
Просмотров 5 тыс.2 года назад
UE5.1 - Fun With Physics Control

Комментарии

  • @muhammetemirbulut6511
    @muhammetemirbulut6511 Час назад

    nice bro.

  • @SandwichReal
    @SandwichReal День назад

    Is this project entirely blueprints?

    • @jakubw6404
      @jakubw6404 17 часов назад

      No. The project is largely based on C++ (it contains 5 C++ plugins). Nevertheless, I usually use this type of solution as a base for the Blueprint code. These are, for example, BP function libraries, classes containing basic variable declarations, or tools such as the Navlinks Generator. This means that it is not necessary to delve into the project source code to make visible changes.

  • @raphaelaugustos1305
    @raphaelaugustos1305 2 дня назад

    Is there any example of AGLS v1.3 being used on Sony's PlayStation-like platform?

  • @gazablife4065
    @gazablife4065 2 дня назад

    Genius 🎉❤ when zombies 🧟‍♀️ 🧟‍♂️ 🧟 are coming?

    • @jakubw6404
      @jakubw6404 17 часов назад

      I think not yet for the nearest version.

  • @nocompresadopta2177
    @nocompresadopta2177 3 дня назад

    Start the day with this is heavy. Good work!

  • @theNakedGameDev
    @theNakedGameDev 3 дня назад

    OMG, how did u achieve the AI follow thing

  • @davidc_ac9377
    @davidc_ac9377 3 дня назад

    Put the link in the description please

  • @Wrath11111
    @Wrath11111 3 дня назад

    is it compatible for windows 11?

    • @jakubw6404
      @jakubw6404 17 часов назад

      Currently I can't verify this. But I think yes, there shouldn't be a problem with this. Windows 11 doesn't differ much from Win 10 in terms of the kernel, for example. This means that the binaries should be compatible for both systems. Still, I think it's worth reading more about this to be sure.

    • @Wrath11111
      @Wrath11111 15 часов назад

      @@jakubw6404 thx

  • @Micaniker
    @Micaniker 3 дня назад

    INCREDIBLE WORK MAN!!! cant believe my eyes. When are you going to release a full Game to rivale Uncharted 4, because this much more high Quality than Top Companies if i am honest with you.

  • @Torchlight_Studios
    @Torchlight_Studios 4 дня назад

    The companion interactions are great, pretty impressive!

  • @beastcoder9928
    @beastcoder9928 4 дня назад

    Awesome, amazing work! Question: will you be implementing rolling with the weapon like in GTA?

  • @RahhmiPoofs
    @RahhmiPoofs 4 дня назад

    How many companions can you have?

    • @jakubw6404
      @jakubw6404 4 дня назад

      Good question actually. Basically, I programmed everything under one CompanionAI. I think that in the case of a larger number, there could be problems, e.g. with overlapping paths, which would result in a collision of capsules. However, I think that by implementing some corrections it can be gave a better result.

  • @SUVO_RAW
    @SUVO_RAW 4 дня назад

    I've been following your work for two years now, I call it Naughty Dogs Simulator! Great results!

  • @matawaristudio4805
    @matawaristudio4805 4 дня назад

    Need to do something with streched Metahuman But overall this is very nice ❤

    • @jakubw6404
      @jakubw6404 4 дня назад

      Unfortunately, Metahuman is a big problem. I make all animations for the UE4 skeleton, because automatic retargeting cannot give precise results, and I have the animation source files for UE4. Nevertheless, there is a retarget for UE5 in the project. It works quite ok, and only sometimes you can see the incorrect position of e.g. fingers. The UE5 skeleton is fully compatible with Metahuman. Therefore, you can make similar Retarget files for MH, or use it as a Visual Mesh.

  • @Oblivisight
    @Oblivisight 4 дня назад

    holy!

  • @dezly
    @dezly 4 дня назад

    is this going to be a game or what? i don't get it but it looks awesome.

    • @jakubw6404
      @jakubw6404 4 дня назад

      I don't personally make a game. But maybe someone will find it useful for their own game.

  • @wanderwurst5143
    @wanderwurst5143 4 дня назад

    looks very good!

  • @waym0
    @waym0 4 дня назад

    It wouldn't be bad to have a gun that gets scared and runs away when you shoot it at the enemy. For idea

  • @Nover-g4j
    @Nover-g4j 4 дня назад

    Good work, looks smooth!

  • @Marti_Mirage
    @Marti_Mirage 4 дня назад

    Hi, can you help make a tutorial one video

  • @CosmicComputer
    @CosmicComputer 4 дня назад

    Just incredible work man!

  • @sawl_
    @sawl_ 4 дня назад

    Looks like uncharted ! You did a really good job 🔥

  • @EDUSCHMIDT-Z
    @EDUSCHMIDT-Z 4 дня назад

    ITS PTOJET IS VERY GOOD BUT VERY HEAVY.

  • @ghostinhell666
    @ghostinhell666 4 дня назад

    Wow this just gets better and better man, wonderful

  • @wolfpawz321
    @wolfpawz321 4 дня назад

    Hi will this work a 2d side scroller? thanks

  • @RonYonassi
    @RonYonassi 4 дня назад

    Subscribed to you since july,u deserved it.

  • @ceriy7981
    @ceriy7981 4 дня назад

    Wow this is awesome.

  • @Shrok7833
    @Shrok7833 5 дней назад

    2137 😂 Widać że prawdziwy Polak

    • @jakubw6404
      @jakubw6404 4 дня назад

      Kto ma wiedzieć, ten wie 😆

  • @DarkstoneArt
    @DarkstoneArt 5 дней назад

    You are a legend bro worth every penny.

  • @Desmond-Dark
    @Desmond-Dark 5 дней назад

    Is this available for people to download?

    • @jakubw6404
      @jakubw6404 4 дня назад

      You can get the project via Patreon. However, what was presented in this video is not available yet. These changes will probably appear in mid-February.

  • @MonteeGames
    @MonteeGames 5 дней назад

    Amazing. It would be great if you could add combat with my friend against the AI ​​enemy.

  • @Sen3D
    @Sen3D 5 дней назад

    NPC jumping gaps! Nice!

  • @lucaaustro7702
    @lucaaustro7702 5 дней назад

    will this be compatible with UE 5.5 ?

    • @Native_Creation
      @Native_Creation 4 дня назад

      yes, there are notes for making it compatible

    • @lucaaustro7702
      @lucaaustro7702 4 дня назад

      @Native_Creation 😍🤩

    • @jakubw6404
      @jakubw6404 4 дня назад

      Sure :)

    • @Wrath11111
      @Wrath11111 3 дня назад

      @@jakubw6404 is it compatible for windows 11 or is it just windows 10?

    • @Wrath11111
      @Wrath11111 3 дня назад

      @@jakubw6404 is it compatible for windows ten only? or does it work for windows 11 aswell?

  • @Tr3yv
    @Tr3yv 5 дней назад

    wtfk thanks

  • @yassertv4839
    @yassertv4839 5 дней назад

    Good work 🎉

  • @Clydiie
    @Clydiie 5 дней назад

    so sick bro last of us part 2 is coming to pc in a couple months just watching this makes me so much more excited for that

    • @jakubw6404
      @jakubw6404 4 дня назад

      Thanks a lot! It won’t be TLOU, but I spent some time working on a large scene that might take up to 30 minutes to complete. It’s made of simple geometry, but it has its charm. Preview: snipboard.io/JODzmM.jpg

    • @Clydiie
      @Clydiie 4 дня назад

      @jakubw6404 that's awesome bro! Can't wait to see it in action!

  • @devveysel
    @devveysel 5 дней назад

    I wonder if there is a way to prevent it, for example, when you press e at 0:04, the character makes a small shift; if it is near, let it take it directly a little longer and the object will bend slightly at the waist. Can we do a hand IK like this? You don't go towards the object, your hand goes towards the object. I hope I was able to explain . my goal is to create a fast pick up animation, like picking up the object while running lightly.

    • @jakubw6404
      @jakubw6404 4 дня назад

      I think I understand what you mean. When it comes to picking up notes, the solution I implemented seems fine to me since the speed of interaction isn’t that crucial in this case. However, picking up weapons is a different situation. It should be much more dynamic. By default before attempting to pick up an item, the character tries to adjust their position. This would be frustrating if it worked the same way when there are enemies nearby. That’s why, if an enemy is detected nearby, the sequence plays out much faster, and movement is not blocked. As for position correction using IK, I think it depends on personal preference. I often use Additive animations to slightly adjust the base animation depending on, for example, the item’s position relative to the ground. I hope I understood your question correctly.

  • @RastrKrok
    @RastrKrok 5 дней назад

    Good job as always! I was wondering, aren't weapons copyrighted? I mean, if you try to add real world cars in your game, you basically Fked, but everyone easily add m4a1 and other guns. How does that work?

  • @Endless_Motion
    @Endless_Motion 9 дней назад

    are you planning on making a full game? with a full story and everything?

  • @Someoneyoumayknow-t3e
    @Someoneyoumayknow-t3e 14 дней назад

    Is it possible to use Metahuman as a character in this project?

  • @mikoajszymanowski1563
    @mikoajszymanowski1563 14 дней назад

    Hi, if I subscribed to your patereon and downloaded the project, can I now use it as base of my commercial project? Or do I need to subscribe forever like until my game comes out and then until it's on steam? I mean I want to subscribe for a while, not sure if for years :D Let me know pls, I low your project btw!

  • @x_ktos_x
    @x_ktos_x 17 дней назад

    Zajebiste

  • @aZebroadcast
    @aZebroadcast 17 дней назад

    wow! 👍👌

  • @RastrKrok
    @RastrKrok 18 дней назад

    Hi! I watch your project for a while now, and you did a great job, keep it up! I thought about creating my own game, and since movement is basic mechanics, I thought about buying access for your project through Patreon, and import it into black project to avoid any unwanted bugs and problems. But before that, I need to ask some questions I need to know. 1. Is this a single time purchase of current version or subscription only? If I pay 1 time, can I have access to future updates or I need to constantly pay for having an access or license? 2. How difficult is to change basic animations? Basic animations are cool, but my game would have lots of custom animations, like obviously, goat/wolf people wouldn’t have humanoid animations - they simply have different bone structure. 3. Are IWALS and AGLS two different things, or AGLS is just advanced version of IWALS? 4. I don’t really have much experience with UE5 and game-dev industry (I’m absolute 0 in programming, tried couple years ago and understood I suck in it), so I think safest way to make a somewhat good game is rely on built-in UE5 features. I probably would need Megalights then, but they is on 5.5 version, and your project 5.4 I think? Last time someone asked, you said, rewriting project for 5.5 with Movement features means rewrite half of existing project? Does movement feature need at this point? I think AGLS is already have pretty good movement system? 5. I’m not quite being able to pay now, cuz I live in Russia, and it’s under heavy sanctions, you know. I can’t support you through Patreon (3 years ago I planned to draw arts to earn money abroad, but a conflict and sanctions struck, so I can’t accept or send any money officially). Any direct payment method is blocked now. Is there some different way to pay or trade access? Maybe I can draw something for you, idk?

  • @startingtofall5580
    @startingtofall5580 22 дня назад

    With AGLS are you able to build a game that could be released on Steam? I know it says Windows only, so I wasn't sure exactly what that entailed. Thank you!

    • @Alex9250
      @Alex9250 20 дней назад

      Yes you can. Windows only means the game can only run on windows operating systems so users on linux or mac couldn't play the game.

  • @Minersia
    @Minersia 23 дня назад

    Man can u do some tutorial about something?

  • @TheSoloDIYer
    @TheSoloDIYer 25 дней назад

    Really wish this was blueprint based. Would have been really useful in improving my game. Great job, tho. Everything looks really nice with the animations.

  • @brk29
    @brk29 28 дней назад

    is this replicated? or can be replicated?

  • @EvanXDev
    @EvanXDev 29 дней назад

    Has the latest version of AGLS removed legacy IWALS code for extra performance & stability?

  • @anupamkumar4109
    @anupamkumar4109 Месяц назад

    hey Jakub how do i remove features that i don't want.