Man, you claim to only work on this on the weekends, but damn your output is insane. I was looking to contribute to this project but by the time I set up a basic universal traversal system you slammed a better one out and got ragdolls running.
@@PolygonHive Honestly surprised you don't have a discord together of people hacking this together. Took me 7 days to do a worse version of what you do in 2. Tapa's contribution is very nice as well. I got around to implementing First person and some changes to the character myself but now I'm gonna wait to see what you come up with because it will no doubt be implemented better. Mad respect man!
Thanks man, I appreciate the work you do. I think it's nice that you're adding additional stuff, and obviously doing this all for free is amazing but I'd be ripping out a lot of the functionality like ragdolling and universal traversal out of my project. It would be nice to get future updates like fixed hand IK and more general stuff like that separately if at all possible.
It would be a bit complicated to make everything separately but my feature are very well isolated, you can basically disable most of them just but disabling a pin in the BPs usually 👍
Man you are amazing, i came from other of your videos and when you said something like "i know other people had already made it but it would be nice to credit them and have this on our project" you earned all the respect of the world, long live public work and long live polygon hive :)
For the ragdoll, you should try to constrain the rotations for the knees and elbows because they go backwards. I was wondering why it looked funky until I gave it a second look
Great work! I found the ragdoll shipped with ALS v3 works better with replication, but has a bug for AI NPCs. For the weapon attachment issue when using custom characters, what I've experimented with Lyra Starter Game: 1. On changing weapon, attach the weapon to the visible mesh's skeleton instead of the driving mesh (by attaching each weapon to a custom weapon socket, adjusted per weapon and per character). This step solves the issue of floating weapon. 2. Send a notify to the driver's Animation BP to change the left hand IK of the driver mesh using blend by ENUM, but aiming to adjust the left hand offset of the visible mesh to the weapon, also adjusted per weapon and per visible character. In this case, the position of the left hand is defined by a socket placed in the weapon's skeleton, converting the weapon socket transform in world space to driver's local space. I hope that makes sense. Keep up the good work.
Thanks a lot bro for the exhaustive response 🙏 I'll definitely give this a try. I did the same on Lyra but without the IK thing. That could be the trick actually 👍
Absolutly great work and a very fast update with usefull things my friend! Gratulation and Thanks alot! It looks amazing! Would be a hard work to integrate it again LOL. And the Funny Part looks exactly like the most Parts of my Game Dev Journey! Haha
Hey you can improve on the ragdoll by adjusting the physics asset. The joint constraints should be more limited but set to soft to avoid anatomically impossible positions Also on entering and exiting ragdoll you can blend the simulation positions of the bones with animation positions to make the transition more seamless! : D Great work anyways !
This is all looking great! A future update where you replicate the basic AI that was in ALS would be great, I tried implementing the AI from that in an earlier version of the project but the anims weren't working right for the ai when it moves around - wondering if its something to do with the ai controller vs a player controller input not working with the gasp + als anim bp here but would be cool to see it working in the project as an example sometime 😎
3:36 helicopter helicopter JAJAJA please, can u make a video explaining how to add and switch animations for this gaspals¿-? thanks for this videos man
@@XistenceX1 Yes, originally I was going to add on to what they did, but doing so crashed Unreal Engine. Because of this, I was forced to gut their camera system and use my own.
@@TechCarnivore1 Yeah it's odd, it seems they broke the camera rig system they implemented, but only after they got the sample up and running. It seems to crash outside of the sample usage as well.
Thank you very much for your efforts. Great Locomotion Project you've set up - extremly helpful! If i may, i would like to request a quick overview (not an actual implementation) on how you would add something like a ladder climbing system. Would it be as simple as setting up a blend on bool within the AnimBP, which leades to a ladder state machine with it's own animations/logic? Or does it behave differently because of some GASP / ALS Overlay specifics? (no replication) Would be great, if you could go into this topic for a short amount of video time. Thank you for considering.
You're welcome! I think ladder climing wouldn't have anything to do with GAPS or the Layering, you would just blend the climb state when on a ladder like you would do with any other locomotion system.
If i not wrong, Skeleton Meshes also have "custom bones", so u can use maybe a tag for catch all SM with same "custom bones" names, but with different positions based on each Skeleton Mesh and not Skeleton as normal is. Sry that i cant confirm i still look at it for hobby but i'm trully busy for test.
Amazing job just as Wardens Will. Right now GASP + Dynmaic parkour+ ALS github project works only with 5.5? Because I cloned- opened with 5.4.4 and there are no maps or animation. Maybe there is a prequistion to work or only 5.5?
It looks awesome. I would like to add a new overlay state "zombie" to use the same ABP for my zombies and give them ability to do traversal actions but I have some concerns about performance. Do you think it could handle ~50 actors, including players, without dropping FPS below 60?
If you had problems with performance maybe you could do some magical things like making a zombie horde out of niagara particles and then when they come within a certain distance of the player or collide with a player's bullets they could swap the particle to the normal actor. That could be a ton of work to make it work and look good but then you could have huge hordes of zombies in the distance.
There is "Mass Entities" in Unreal which is made to handle huge hordes of "actors" But without an advanced system like it I wouldn't try to have 50 of these if they are just zombies. You can get good zombie locomotion going on with traversal which would be much simpler that this Motion Matching setup.
@@PolygonHive i tried to look for videos but couldnt find anything but complexe tutorials for simple specific things what i meant was just a video that highlights all of the features it doesnt really need to explain how to use them but atleast inform about them and other hidden features if u know any videos or series id really appreciate it
Hey, for the animations where can I add the cover system animations like taking cover animations and shooting from cover animations? melee takedowns for a 3rd person shooter game, crawling etc.
how about a tutorial on how to integrate on our separate project (outside of the G.A.S project) i try to put it in my project and fail so spectacularly that i had to create a new project all together 😅
Thanks man, you're awesome. But im having trouble adding new overlay states, i imported animations, created new Animation blueprint, setted overlay poses, added new overlay state enum and linked anim class layer in updateOvelayState, but it just doesnt work. What am i missing?
i have a question, als4 was no friendly to begginners, i don't know a lot about unreal but it would be so good if i could use als in a easier way as the base for my project, but als4 is complicated, i get super confused, just to put my character was confusing enough and i couldn't find much documentation on how i could use it as a base for my project. so my question is, is this being made to be easier for people like me? who would really love to use smt like this in our project but are begginners?
This is a bit easier and less convoluted compated to ALS but still not 100% beginner friendly. I think if you are just starting you shouldn't go for any of these system and build a simple locomotion to understand how it's done first 👍
If I could shamely express a request I would like to know how to fix the issue that happend when the character is moving onto a moving object ( for exemple if you run on a boat the animations are a bit weird probably because of the velocity I guess ( shortly I need help if you could help me))
Is there any way to fix the replication issues with network emulation? because i was using the replicated version of gasp for 5.4 and works great, but this one introduced a lot of jitter when going faster and changing directions.
weapons components work good on it.i made a weapons system out of fps weapons component works realy good.attach point is hand ik and you set a child actor on the hand ik socket on skeleton
Man, you claim to only work on this on the weekends, but damn your output is insane. I was looking to contribute to this project but by the time I set up a basic universal traversal system you slammed a better one out and got ragdolls running.
Haha thanks man! I do a lot of research in my free time during the week before executing in the weekends though ^^
@@PolygonHive Honestly surprised you don't have a discord together of people hacking this together. Took me 7 days to do a worse version of what you do in 2. Tapa's contribution is very nice as well. I got around to implementing First person and some changes to the character myself but now I'm gonna wait to see what you come up with because it will no doubt be implemented better. Mad respect man!
Dude, you're awesome! I wish you good luck in developing other mechanics and features.
Thanks mate!
Thanks man, I appreciate the work you do. I think it's nice that you're adding additional stuff, and obviously doing this all for free is amazing but I'd be ripping out a lot of the functionality like ragdolling and universal traversal out of my project. It would be nice to get future updates like fixed hand IK and more general stuff like that separately if at all possible.
It would be a bit complicated to make everything separately but my feature are very well isolated, you can basically disable most of them just but disabling a pin in the BPs usually 👍
Man you are amazing, i came from other of your videos and when you said something like "i know other people had already made it but it would be nice to credit them and have this on our project" you earned all the respect of the world, long live public work and long live polygon hive :)
Thanks mate for the kind words! And yeah we are a community 💪
Ragdoll looks fun, again fast and amazing update bro, thanks. I plan to use this on my new indie project. Cheers!
You're welcome! Wishing you luck with you project 🖖
For the ragdoll, you should try to constrain the rotations for the knees and elbows because they go backwards. I was wondering why it looked funky until I gave it a second look
Yes I tweaked the values already, but I will be doing another iteration so it looks less funky ^^
Some great progress!! Thanks for sharing
Great work! I found the ragdoll shipped with ALS v3 works better with replication, but has a bug for AI NPCs.
For the weapon attachment issue when using custom characters, what I've experimented with Lyra Starter Game:
1. On changing weapon, attach the weapon to the visible mesh's skeleton instead of the driving mesh (by attaching each weapon to a custom weapon socket, adjusted per weapon and per character). This step solves the issue of floating weapon.
2. Send a notify to the driver's Animation BP to change the left hand IK of the driver mesh using blend by ENUM, but aiming to adjust the left hand offset of the visible mesh to the weapon, also adjusted per weapon and per visible character. In this case, the position of the left hand is defined by a socket placed in the weapon's skeleton, converting the weapon socket transform in world space to driver's local space.
I hope that makes sense.
Keep up the good work.
Thanks a lot bro for the exhaustive response 🙏
I'll definitely give this a try. I did the same on Lyra but without the IK thing. That could be the trick actually 👍
@@PolygonHive Glad I could help. Let me know if that works for you.
Awesome seeing you out here, so used to seeing you on the forums. Always a pleasure!
Absolutly great work and a very fast update with usefull things my friend! Gratulation and Thanks alot! It looks amazing! Would be a hard work to integrate it again LOL. And the Funny Part looks exactly like the most Parts of my Game Dev Journey! Haha
Love it, thank you man! You are awesome
Great work, thank you so much
thank you for the bloopers, made my day 😂😂😂😂😂😂
Haha! Glad you like them!
great work!
Hey you can improve on the ragdoll by adjusting the physics asset. The joint constraints should be more limited but set to soft to avoid anatomically impossible positions
Also on entering and exiting ragdoll you can blend the simulation positions of the bones with animation positions to make the transition more seamless! : D
Great work anyways !
Thanks very much
This is all looking great! A future update where you replicate the basic AI that was in ALS would be great, I tried implementing the AI from that in an earlier version of the project but the anims weren't working right for the ai when it moves around - wondering if its something to do with the ai controller vs a player controller input not working with the gasp + als anim bp here but would be cool to see it working in the project as an example sometime 😎
Thanks. Definitely planning to look at AI later but there are still some other things before ^^
3:36 helicopter helicopter JAJAJA please, can u make a video explaining how to add and switch animations for this gaspals¿-?
thanks for this videos man
Awesome
Very Laughs moments with Ragdoll in 3:25
if you go and back on the walls its brake the collision and the hands are not placed correctly
3:38 breakdancing addon is looking great.
I implemented first person but I am curious and look forward to seeing how you will implement it.
Hahaha I was thinking the same when it happened. Breakdancing is now implemented 😅
I did the same, had to gut the camera rig system Epic went with as it breaks every time I try to add a new rig. Same for you?
@@XistenceX1 Yes, originally I was going to add on to what they did, but doing so crashed Unreal Engine. Because of this, I was forced to gut their camera system and use my own.
@@TechCarnivore1 Yeah it's odd, it seems they broke the camera rig system they implemented, but only after they got the sample up and running. It seems to crash outside of the sample usage as well.
Thank you very much for your efforts.
Great Locomotion Project you've set up - extremly helpful!
If i may, i would like to request a quick overview (not an actual implementation) on how you would add something like a ladder climbing system.
Would it be as simple as setting up a blend on bool within the AnimBP, which leades to a ladder state machine with it's own animations/logic?
Or does it behave differently because of some GASP / ALS Overlay specifics? (no replication)
Would be great, if you could go into this topic for a short amount of video time.
Thank you for considering.
You're welcome!
I think ladder climing wouldn't have anything to do with GAPS or the Layering, you would just blend the climb state when on a ladder like you would do with any other locomotion system.
If i not wrong, Skeleton Meshes also have "custom bones", so u can use maybe a tag for catch all SM with same "custom bones" names, but with different positions based on each Skeleton Mesh and not Skeleton as normal is.
Sry that i cant confirm i still look at it for hobby but i'm trully busy for test.
Yeah I'll get something working soon for that 👍
yeh cant wait to see sword or hammer attacks + locomotion at the same time.
Coming soon 😉
Un vrai régal !
Is this all multiplayer replicated? Good job btw
Yes it is 👍
It's just cool! What about Mover 2.0? Are you looking this way?
I've been looking that way for months now 👀
If there was a way to port the ALS V4 mantle system to be used in tandem with the traversal system for complex objects it would be great.
I didn't look into this, but I plan to expand the traversal system more. I just have some other things to do before.
Super! Melee weapons next please (:
Nice. Is there a discord server for people working with GASP?
Not to my knowledge, but I am thiking about opening a Discord server in the near future. I just need to find some time for it 👍
I can't use any other layer layers other than the default slot, the animation doesn't play.
I made a tutorial showing how to add overlay state. It should help understand the entire flow :)
are there any plans to add Montage layers in the future?
Yes I am planning on adding that :)
Amazing job just as Wardens Will.
Right now GASP + Dynmaic parkour+ ALS github project works only with 5.5? Because I cloned- opened with 5.4.4 and there are no maps or animation.
Maybe there is a prequistion to work or only 5.5?
Thanks man 🙏
Yes you'll need to be on 5.5, Unreal is not backwards compatible.
I wonder, how did you replicate the motion matching trajectory in this project? It is very smooth
I think the 5.5 GASP project already has replication for motion matching right?
@cookie_doki really? But how?
Yep they replicated the Motion Matching setup in 5.5 👍
It looks awesome. I would like to add a new overlay state "zombie" to use the same ABP for my zombies and give them ability to do traversal actions but I have some concerns about performance. Do you think it could handle ~50 actors, including players, without dropping FPS below 60?
If you had problems with performance maybe you could do some magical things like making a zombie horde out of niagara particles and then when they come within a certain distance of the player or collide with a player's bullets they could swap the particle to the normal actor. That could be a ton of work to make it work and look good but then you could have huge hordes of zombies in the distance.
There is "Mass Entities" in Unreal which is made to handle huge hordes of "actors" But without an advanced system like it I wouldn't try to have 50 of these if they are just zombies. You can get good zombie locomotion going on with traversal which would be much simpler that this Motion Matching setup.
I'm hoping someone will eventually do a really good climbing system that supports ladders or hand/foot holds.
If someone does, I'll make sure to integrate it 👍
Hey This is Great, OG Work, Can you Make a video showing how do you Solve the Problem or Achive the result while Making Gameplay
There will be a tutorial soon for melee weapons that will cover most of that 👍
hey man could u please do a video where u name all of the gasp als5.5 features and options since theres not a single documentation online
I covered it quickly in the start of my previous video but there are some other RUclips channels that did it in more detail.
@@PolygonHive i tried to look for videos but couldnt find anything but complexe tutorials for simple specific things
what i meant was just a video that highlights all of the features it doesnt really need to explain how to use them but atleast inform about them and other hidden features
if u know any videos or series id really appreciate it
Can i use it in my game without any copyright?
Yes have fun 👍
Is there a state machine version of this? I heard its easier to work with for replacing animations
Yes there is in the updated version of the project.
Hey, for the animations where can I add the cover system animations like taking cover animations and shooting from cover animations? melee takedowns for a 3rd person shooter game, crawling etc.
There are some pretty good cover animation on the Unreal Fab Marketplace ;-)
Do you think there is a way to prevent the player from clipping while leaning forward?
I think it's realted to the root offset system in motion matching, I'll take a look in the future.
👍👍
how about a tutorial on how to integrate on our separate project (outside of the G.A.S project) i try to put it in my project and fail so spectacularly that i had to create a new project all together 😅
There are tutorials on RUclips on porting GASP to another project, but I didn't try with this one. I'll maybe do one in the future ;)
@@PolygonHive thx a lot and cant wait to see what next for this project!
Thanks man, you're awesome. But im having trouble adding new overlay states, i imported animations, created new Animation blueprint, setted overlay poses, added new overlay state enum and linked anim class layer in updateOvelayState, but it just doesnt work. What am i missing?
You're probably missing the layering curves in the poses. Tutorial will be out Tuesday ;)
@@PolygonHive yeah i already figured that out, but thanks :)
Can i make the character do an animation while in ragdoll? I want to make the Ragdolls be interactive and realistic
Like euphoria physics
I think Unreal has a system for that, physical animations but I've never tried it.
i have a question, als4 was no friendly to begginners, i don't know a lot about unreal but it would be so good if i could use als in a easier way as the base for my project, but als4 is complicated, i get super confused, just to put my character was confusing enough and i couldn't find much documentation on how i could use it as a base for my project. so my question is, is this being made to be easier for people like me? who would really love to use smt like this in our project but are begginners?
This is a bit easier and less convoluted compated to ALS but still not 100% beginner friendly. I think if you are just starting you shouldn't go for any of these system and build a simple locomotion to understand how it's done first 👍
Please fix the weapon hand ik :)
Trying ^^
If I could shamely express a request I would like to know how to fix the issue that happend when the character is moving onto a moving object ( for exemple if you run on a boat the animations are a bit weird probably because of the velocity I guess ( shortly I need help if you could help me))
Never tried this, but I know ALSv4 was doing this. You could take a look there. I'll maybe try in the future but can't promise when.
@@PolygonHive ok thank you
Hello, where to find free sword animations for ALS Project?
Any Mixamo or marketplace animation would do.
Is there any way to fix the replication issues with network emulation? because i was using the replicated version of gasp for 5.4 and works great, but this one introduced a lot of jitter when going faster and changing directions.
I didn't dig too much into replication in bad network conditions, I'll give it a look.
how can i implemented this in my game?
There are some tutorials showing how to import GASP into your project 👍
@ thank you
Anyone can help me how add new anmation? like keep sword? or any tutorial how make this on ALSV5?
Tutorial will be out Tuesday ;)
@@PolygonHive Thank You!
weapons components work good on it.i made a weapons system out of fps weapons component works realy good.attach point is hand ik and you set a child actor on the hand ik socket on skeleton
Sounds great, would love to see that in action :)
ragdolls :D
Please fix the hand ik and foot slide when holding a gun
Trying ^^