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4.13

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@Sixze Sixze released this 12 Nov 11:52
· 126 commits to main since this release

Notable Changes

  • Updated the plugin to Unreal Engine 5.3.
  • Added the ability to limit foot rotation so that it does not assume an unnatural pose when on a highly sloped surface.
  • Added support for automatic calculation of mantling start time.
  • Removed the need for an interpolation curve, overlay curve, and initial relative location for mantling. Made correction curves optional.
  • Fixed desynchronization of the mantling animation montage with the mantling root motion source.
  • Reworked ragdolling. Now when activated, the character's mesh detaches from the capsule and remains fixed in place, so changes to the actor's transform no longer affect the mesh in any way.

Animation Blueprint

  • Replaced the use of animation state events with animation node functions.
  • Moved layering-related Slot nodes from AB_Als to AB_Als_Layering.
  • Allowed root motion from montages in linked animation instances.
  • Slightly improved spine rotation logic.
  • Fixed character taking a T-pose for a moment after spawn.

Bone Manipulation

  • Reworked the way foot locking is temporarily paused when rotating in place to reduce glitches such as foot teleportation.
  • Removed the influence of foot offset on its location along the X and Y axes.
  • Slightly optimized foot offset logic.
  • Improved handling of collinear points in FAlsRigUnit_CalculatePoleVector.
  • Fixed potential issues related to the use of negative animation curves in CR_Als.

Character

  • Improved character rotation logic to prevent situations where the lower body noticeably fails to keep up with the rotation of the upper body when the camera is rotating very fast while aiming.
  • Improved handling of zero time dilation.
  • Added replication of server-initiated changes to OverlayMode and some other variables to the autonomous proxy.
  • Fixed ReplicatedViewRotation not being replicated by the listen server in some cases.
  • Fixed mesh rotation could be out of sync with actor rotation if the animation blueprint is not ticking.
  • Fixed incorrect rotation of the mesh within one frame after toggling its absolute rotation.
  • Fixed character rotation jitter that occurs when standing on a rotating object.

Locomotion Actions

  • Added ability to restrict mantling on sloped surfaces with complex geometry, such as stairs.
  • Added support for destruction of the object the character is mantling on.
  • Added prohibition on applying ragdoll transform corrections until RagdollTargetLocation has been replicated for the first time.
  • Fixed the ability to mantle through the ceiling.
  • Fixed mantling does not take into account the play rate of the animation montage.
  • Fixed RagdollTargetLocation not updating on non-locally controlled characters.
  • Fixed incorrect rotation of the character on clients when playing a get up mon

Footstep Effects

  • Refactored UAlsAnimNotify_FootstepEffects.
  • Added prohibition on spawning footstep effects if no surface is found or if the angle between the Z axis of the foot and the surface normal exceeds some threshold value.

Other

  • Disabled replication of B_Als_RotatingObject and B_Als_MovingObject since they do not replicate anything.
  • Replaced the use of EObjectTypeQuery and ETraceTypeQuery with ECollisionChannel.
  • Fixed inactive curves not being displayed in the Curves debug mode category.