As of UE5 release, if your AI has weird legs when moving, you need to open the ALS Anim BP and manually set the Speed in the Update Character Info function using the Character's Velocity vector length. This is because for some reason the Speed from Get Essential Values function returns wrong.
@@GamingWithDaleUK I already detailed the steps above. Just search for "Set Speed" in the ALS anim bp and change it. The value of Speed should be Character -> Get Velocity -> Vector Length.
Hi! Thanks for that. However it didn't fix the problem, in the AnimBP I did set the speed to "Character -> Get Velocity -> vector length -> Speed (set)" in Update Character Info, but it dosn't fix the problem any idea of what I'm doing wrong?
@@DrixUnreal Ha! Then the animation is good but they walk faster than their actual walk speed. They're "moon walking forward", the animation is great just not in sync with their actual pace.
You're right! In this case, you can add a branch instead to check whether the character is a Player or an NPC to decide if the Movement Speed should be overridden.
i might have done something wrong but this doesn't seem to work with the replicated version of ALSv4, or did i do something wrong? my character is moving super fast.
Hey mate, your work is amazing and the number of your tutorials vidéo speak for you ! But the ai on the video cant walk anymore and lost the als benefit .. so i spend a long day to fix that and for those who want to merge it properly, follow this : - duplicate your bp_basechar and make a child, it will be your ai - add to the new bp_basechar the behavior/trigger component and meleecollision - add also bpi_parkour and commands - follow this video for copy/paste everything into BUT dont touch the animBP except for copy all notify in - copy also all function and variable - and finaly add on the original Player bp_basechar a "cast to basechar(ai) -> apply damage" somewhere to trigger a message to the ai when you hit an ai and VOILA your ai have now the perfect als anim and you can use Ai Toolkit on it :) PS : if you have any question, feel free to ask me
I tried doing this and I am missing something. Having some visual guidance would be awesome. What you described is EXACTLY what I want to do haha, because I want to keep all of the functions and attacks/etc, but use the smart system for factions/etc
@@rcsmultimediallc4734 I can't help you if i don't know the problem you got, try to describe me cause i'll not make a power point, for that ask to the seller mate, but you can join me here if you need help I forget to explain that also : - You have to put Bp_AIC as controller and use it on your AI - Create a new slotanim for bypass als to use fullbody anim on animBp for your AI Toolkit montage then --> ofc you have to manage all speed values of your AI from als things now
Big problem, maybe you didn't notice it When the bot moves with the sound of feet, the system A L S _ A n i m B P From far away, the sound will be at the feet of the character and you are not moving, is there a fix for this?
Great work! Quick question how would I fix foot locking on my ai walking? They will be just randomly be walking and exibit the same behavior yours did from jumping down...the feet just stay stationary for less then a second and then catch up.
It's because of the Has Movement Input bool from Get Essential Values function in ALS. It's always false for the AI because there's no player input. So try setting that to true (Only if it's an AI)
@@DrixUnreal Ok so I tried to do that with a tag and if tag was what the ai tag is then it would be positive but its not changing it...maybe I am doing it wrong. How would you suggest I get it to true only if it is ai?
Hi man, I have the exact same problem, did you find any fix for that? Feet are stuck to the ground and slide forward to catch up with the animation, stretching the legs in the process... Tried the "Has movement Input" thing but didn't work either.
Hey Drix, is this version dependent? I'm using AI Behavior from 2020; just running into a couple problems that I can't figure out - wondering if there's anything missing.
Hi man, thank you for this tutorial. I have a problem . When I added the BP_NPCA_Base with drag and drop on the map, this one stayed in the idle position. He do not move anymore. What can I do to make it to move randomly on the map as I can see in start of your tutorial?
Hey man. thanks for this tutorial! so nice you keep up with this toolkit, could you make a video of integrating this AI toolkit into dynamic combat system please, implementing it maybe to that damage system and player character? Thanks!
I did create an integration tutorial for somebody else more than a year ago. It's a bit outdated but it should still work - ua-cam.com/video/QJT9ANWf9ac/v-deo.html
@@DrixUnreal It worked almost perfectly, thanks man. The only problem i had is that some behavior from DCS like NPCs attack you when they are damaged by magic or weapon, they just stand there, i have to stay in front on them to attack me. That behavior should be re-done with your toolkit? another question, how much would you charge me for a tutorial or help me to solve this, even teach me? Thanks for your time again man, big help!!
@@DrixUnreal btw im trying to implement a couple of companions as in your example, they follow player and react to enemies but they focus on DCS as enemies instead of the enemies on your toolkit, can be done?.
@@antoniocoronado2174 You need to call Send Area Message to tell nearby enemies that you are attacking them. You can open the example NPCs to see their behavior settings. As for making your companions attack the DCS enemies, just add the Actor Tag of "Guard" to your enemy NPCs. Pls watch these videos to better understand the 2 systems - ua-cam.com/video/M-lToF_5STE/v-deo.html and ua-cam.com/video/X6wD82vDzmo/v-deo.html
Did this and works fine ! Thank you ! Now i would love some help : i want my ALS AI to NOT jump when they get down while parkour (as we can see at 8:18) - How can I do that ? - Also my NPC are now doing crazy jumps to reach higher plateforms ; how can I fix this ? Thanks for your AI toolkit anyway, helped me on my project
I got two issues here: 1. you don't spawn into the level like I do; you actually possess the pawn and can add the tag PLAYER to it. Everytime I press play in the level I spawn at the player start. Even if I deylete all pawns I appear from the sky as a new character 2. My NPC_Base guys don't move at all. I've changed all their behaviour nodes to follow and they just stand idle. The behaviour tree is firing down the Is Following? path, but he is just chilling staring straight ahead. Not even the head turns
oh goddammit! I'm going to leave my noob comment up here in case any other overconfident bellends forget this... *don't forget to stretch out the NAV MESH BOUNDS VOLUME to encompass the map. Seriously though It now works like a dream. Much stoopid, many noob, so idiot
@@DrixUnreal I completely overlooked it and went through each asset in the world outliner just to check what was going on... and then it hit me. Small Nav Mesh. *facepalm
Also bro when I used the other meshes with als mannequin then the Rifel over lay not work and the ai goes to idle position even I retarget them with the als skeleton meshes. Plz tell me how to fix this problem.
@@DrixUnreal no.i mean when i use rifle overlay or other overlays they not work and i have properly retargted all the animations and i dont kmow whats the problem.
@@markhor141 I'm pretty sure overlays are handled in the ALS anim blueprint. You'll have to ask in the ALS discord because that is outside of the my toolkit.
It's works flawlessly but, It won't work outside of the project's game mode. I have a 2.5D game mode I want it to work in. Am I missing something or is this not possible? update nevermind I got it working. I guess I'm just a noob. I just changed the pawn class incase other noobs were stuck on this as well. Thanks dude!
As of UE5 release, if your AI has weird legs when moving, you need to open the ALS Anim BP and manually set the Speed in the Update Character Info function using the Character's Velocity vector length. This is because for some reason the Speed from Get Essential Values function returns wrong.
How would i do that?
@@GamingWithDaleUK I already detailed the steps above. Just search for "Set Speed" in the ALS anim bp and change it. The value of Speed should be Character -> Get Velocity -> Vector Length.
Hi! Thanks for that. However it didn't fix the problem, in the AnimBP I did set the speed to "Character -> Get Velocity -> vector length -> Speed (set)" in Update Character Info, but it dosn't fix the problem any idea of what I'm doing wrong?
@@djentlemanguitar909 What happens if you manually set the value of Speed to something like 300?
@@DrixUnreal Ha! Then the animation is good but they walk faster than their actual walk speed. They're "moon walking forward", the animation is great just not in sync with their actual pace.
Would adding the shooting AI be the same process as this?
my AI can't switch walk and run modes. How to switch running or walking mode depending on AI speed?
I was able to resolve this issue. You need to "add to call to parent function" in event begin play AND EVENT TICK 0:50
Very good, now my question id how i can implement different walking animations for ALS based Npcs? Like zombie mocap animations? Or attack animations
If theres a way to implement mocap animations i am definitely a new buyer
@@IRONFRIDGE head to the ALS discord.
When you do the dynamic movement settings and break the link, it breaks the main characters walk, run and sprint.
You're right! In this case, you can add a branch instead to check whether the character is a Player or an NPC to decide if the Movement Speed should be overridden.
Hi, How do I make the ALS character walk ? Reducing the Movement speed in the Behavior Component doesn't work.
Did you follow the steps in 10:13? If your issue is more with the leg anims instead of actual speed, check my pinned comment here
Great video will you be making any videos or is it possible to have the ai use the weapons to shoot at player? like agro or something like that
i might have done something wrong but this doesn't seem to work with the replicated version of ALSv4, or did i do something wrong? my character is moving super fast.
Hi there! Do you mean the AI's run animation is too fast? If so, please see the pinned comment here
Hey mate, your work is amazing and the number of your tutorials vidéo speak for you ! But the ai on the video cant walk anymore and lost the als benefit .. so i spend a long day to fix that and for those who want to merge it properly, follow this :
- duplicate your bp_basechar and make a child, it will be your ai
- add to the new bp_basechar the behavior/trigger component and meleecollision
- add also bpi_parkour and commands
- follow this video for copy/paste everything into BUT dont touch the animBP except for copy all notify in
- copy also all function and variable
- and finaly add on the original Player bp_basechar a "cast to basechar(ai) -> apply damage" somewhere to trigger a message to the ai when you hit an ai
and VOILA your ai have now the perfect als anim and you can use Ai Toolkit on it :)
PS : if you have any question, feel free to ask me
Thanks for the additional info! This is definitely another of way of doing it.
I would love to see this done with TPS Kit!
Also, could you let me know a better way to get ahold of you?
I tried doing this and I am missing something. Having some visual guidance would be awesome. What you described is EXACTLY what I want to do haha, because I want to keep all of the functions and attacks/etc, but use the smart system for factions/etc
@@rcsmultimediallc4734 I can't help you if i don't know the problem you got, try to describe me cause i'll not make a power point, for that ask to the seller mate, but you can join me here if you need help
I forget to explain that also :
- You have to put Bp_AIC as controller and use it on your AI
- Create a new slotanim for bypass als to use fullbody anim on animBp for your AI Toolkit montage
then --> ofc you have to manage all speed values of your AI from als things now
Can I make the AI switch the overlay state on certain events using this tool?
I don't think I understand the question. What do you mean by switching overlay state?
@@DrixUnreal While playing in als when you press "Q" it show a menu where you can switch between default and bow etc... it's called overlay state
@@DrixUnreal and btw there's a node called set "set overlay state" in als (this is me from other account)
Big problem, maybe you didn't notice it
When the bot moves with the sound of feet, the system A L S _ A n i m B P
From far away, the sound will be at the feet of the character and you are not moving, is there a fix for this?
Great work! Quick question how would I fix foot locking on my ai walking? They will be just randomly be walking and exibit the same behavior yours did from jumping down...the feet just stay stationary for less then a second and then catch up.
It's because of the Has Movement Input bool from Get Essential Values function in ALS. It's always false for the AI because there's no player input. So try setting that to true (Only if it's an AI)
@@DrixUnreal Ok so I tried to do that with a tag and if tag was what the ai tag is then it would be positive but its not changing it...maybe I am doing it wrong. How would you suggest I get it to true only if it is ai?
Hi man, I have the exact same problem, did you find any fix for that? Feet are stuck to the ground and slide forward to catch up with the animation, stretching the legs in the process... Tried the "Has movement Input" thing but didn't work either.
Hey Drix, is this version dependent? I'm using AI Behavior from 2020; just running into a couple problems that I can't figure out - wondering if there's anything missing.
A lot has changed since then but the process should still be similar. What issues are you having?
Hi man, thank you for this tutorial. I have a problem . When I added the BP_NPCA_Base with drag and drop on the map, this one stayed in the idle position. He do not move anymore.
What can I do to make it to move randomly on the map as I can see in start of your tutorial?
You need to set the Idle Type to "Random Location" instead of Stationary.
Hey man. thanks for this tutorial! so nice you keep up with this toolkit, could you make a video of integrating this AI toolkit into dynamic combat system please, implementing it maybe to that damage system and player character? Thanks!
I did create an integration tutorial for somebody else more than a year ago. It's a bit outdated but it should still work - ua-cam.com/video/QJT9ANWf9ac/v-deo.html
@@DrixUnreal It worked almost perfectly, thanks man. The only problem i had is that some behavior from DCS like NPCs attack you when they are damaged by magic or weapon, they just stand there, i have to stay in front on them to attack me. That behavior should be re-done with your toolkit? another question, how much would you charge me for a tutorial or help me to solve this, even teach me? Thanks for your time again man, big help!!
@@DrixUnreal btw im trying to implement a couple of companions as in your example, they follow player and react to enemies but they focus on DCS as enemies instead of the enemies on your toolkit, can be done?.
@@antoniocoronado2174 You need to call Send Area Message to tell nearby enemies that you are attacking them. You can open the example NPCs to see their behavior settings. As for making your companions attack the DCS enemies, just add the Actor Tag of "Guard" to your enemy NPCs. Pls watch these videos to better understand the 2 systems - ua-cam.com/video/M-lToF_5STE/v-deo.html and ua-cam.com/video/X6wD82vDzmo/v-deo.html
@Alec Krofton You can reparent BP_BaseAI to BP_NPC_Base and then BP_NPC_Base to ALS_AnimMan.
Did this and works fine ! Thank you !
Now i would love some help : i want my ALS AI to NOT jump when they get down while parkour (as we can see at 8:18)
- How can I do that ?
- Also my NPC are now doing crazy jumps to reach higher plateforms ; how can I fix this ?
Thanks for your AI toolkit anyway, helped me on my project
did u find a solution cuz in UE5 i could not.
I got two issues here:
1. you don't spawn into the level like I do; you actually possess the pawn and can add the tag PLAYER to it. Everytime I press play in the level I spawn at the player start. Even if I deylete all pawns I appear from the sky as a new character
2. My NPC_Base guys don't move at all. I've changed all their behaviour nodes to follow and they just stand idle. The behaviour tree is firing down the Is Following? path, but he is just chilling staring straight ahead. Not even the head turns
oh goddammit! I'm going to leave my noob comment up here in case any other overconfident bellends forget this... *don't forget to stretch out the NAV MESH BOUNDS VOLUME to encompass the map.
Seriously though
It now works like a dream.
Much stoopid, many noob, so idiot
@@TheHalicarnassis I'm glad you were able to solve it. I should've mentioned that the default nav mesh was very small.
@@DrixUnreal I completely overlooked it and went through each asset in the world outliner just to check what was going on... and then it hit me. Small Nav Mesh. *facepalm
👍👏👍👏
Please, the whole community needs an integration with MP System V3, pleaaaaaaaaaaaaase provide a tutorial please.
Also bro when I used the other meshes with als mannequin then the Rifel over lay not work and the ai goes to idle position even I retarget them with the als skeleton meshes. Plz tell me how to fix this problem.
What do you mean by idle position? You mean the T-pose? Probably means you're not using the retargeted animations on the correct mesh.
@@DrixUnreal no.i mean when i use rifle overlay or other overlays they not work and i have properly retargted all the animations and i dont kmow whats the problem.
@@markhor141 I'm pretty sure overlays are handled in the ALS anim blueprint. You'll have to ask in the ALS discord because that is outside of the my toolkit.
OK bro thanks for your kind response!
It's works flawlessly but, It won't work outside of the project's game mode. I have a 2.5D game mode I want it to work in. Am I missing something or is this not possible? update nevermind I got it working. I guess I'm just a noob. I just changed the pawn class incase other noobs were stuck on this as well. Thanks dude!
can you also go over getting the zombies to work
It should be the same process. What seems to be the problem?
@@DrixUnreal ok thank you
anyone integrated with movit yet?
its worthless don't buy and if comment gets del its ok we will strike harder with combat and videos