Sorry missed this! :D I am not actually using either in my project, just someone asked me how to do this one in discord so I made a quick video for it :) Lyra is pretty great too though! I expect you choose it depending on your project requirements, this pack contains for example some climbing animations that I think are not going to be present in Lyra
don't know if you still look at this old comment, but wanted to know what would be the benefit of using ALS over lyra. Especially now, that motion matching exists
hey :) yes its an interesting question motion matching is changing a lot of things, I am also integrating it in my project: ua-cam.com/video/ZS48OP-Z6j8/v-deo.htmlsi=luf_kpX1TTxwknxw ALS has a big community behind it, for example check their discord: discord.gg/wYYMHFu I suspect that motion matching will perhaps be integrated with ALS and it will continue growing, but I don't really know :D
Hello boss, quick question: After I have got to the point of opening my project with the plugin applied, it says that the plugin is for version 5.4, despite me alrteady being on 5.4.3. Also, even after opening it up, It seems to not contain the demo level. Every time I open up the grid level and attempt to play, it crashes my UE. Any ideas what could be causing this? Great tut btw :)
hey :) so first part is about the plugin version - just make sure you have the latest plugin downloaded then find the plugin '.uplugin' and open it with text editor you will find the "EngineVersion" entry. Just set that to 5.4.0 (even if you're on 5.4.x, it only checks the major and minor version) btw current latest is 5.4.1, are you sure about 5.4.3 this will remove the warning of "that the plugin is for version " (this is general approach to suppress that warning, not specific to this plugin) but note that this obviously doesn't change the plugin code itself, which is why you want to make sure you got the latest version of plugin code. about finding the map; this is part of the plugin code. So in your content browser window, you need to click settings and "show plugin content" (at minute 5:05 in vid) - can you just make sure that's enabled? about the crash - I'm afraid not sure about that I just tested it with my 5.4.1 (latest release) and it works ok (with ALS_Demo_Level map)
@@unreal-dev-with-yaz Hello boss, Thank you so much for your help sir. You led me down a path to which I found out my project was still on 5.2 LOOL (I thouight the projects updated with the engine, shows how new I am pffhahahahaha) no wonder it was crashing Unreal, trying to work a 5.4 plugijn in 5.2 LMAO. So I made a new blueprint project, added C++ as a class, etc etc.. and now I have ALS in my new peoject without a single hiccup thanks to this tut :) Only thing now is my previous project with my half-built world in is now inecessable, as it says I need to try rebuild it manually. I have done some reaserch and I believe it is something to do with a C++ class not being able to be complied in the native blueprint project or something like that. I have never touched Visual Studio before so it's a massive headache, but i'm sure i'll figure it out eventually. Once I have, my plan is to migrate my world to my new project, hopefully not corrupted LOL. Thanks again for your help boss, you are criminally undersubbed.
Noob question: if you choose a c++ project, will this locomotion system still be useable if I have been using blueprints for the majority? Cant see why not, but just curious before i get too deep in this.
make sure the project is fully compilable before you start these steps alternatively, you can just open up the visual studio project and compile/run from there, now that the project files have been generated. if there are any errors, they'll be surfaced here
Thank your for fast answer, i guess its megascans plugins screwing things up! already have opened in VS, tried to compile and everything and it keeps the same error @@unreal-dev-with-yaz
hey :) yep you can change the skeletal mesh as per your requirements, can see this video should cover what you need: ua-cam.com/video/R6F8BanUEp4/v-deo.htmlsi=VOrT91-4G45GX7Q_
@@unreal-dev-with-yaz thanks for the early response! I'm trying to make the character walk instead of run, and run with SHIFT instead of sprint, i'm using the community ALS, But i don't have the minor idea of how to set it 😭
@@patitopingobueno Ah, generally you can set it through animation blendspaces I am not 100% on how how to do it via ALS yet as I don’t use it in my project (I made this video on a request) I can potentially check it and update you after my travels next week as I am not near my main PC :D But I did a video closely related to animation blendspaces and animation blueprints here: ua-cam.com/video/DNbuEeg7UJE/v-deo.htmlsi=8FEwcrxA9HMF35D4 Basically you’d want to modify the sprint animation to blend at a different speed (or remove it entirely) Alternatively you can modify the actual actor speeds (for walk/run/sprint), which are generally settings on the actor component
@@unreal-dev-with-yaz thanks, i'll be waiting if you make a tutorial, meanwhile i will search in other sites, in the ALS Discord with 70.000 users, never responds, and the community versión is a C++ code, and i'm not so good with that 🥲 Now i'm going to check the link 😎
It may be an issue with that specific version of engine but you could ask either in the discussion board: github.com/dyanikoglu/ALS-Community/discussions Or their discord: discord.gg/wYYMHFu To see if anyone else faced and resolved similar issues
hey :) sorry missed this! well, it really depends on your project :D as for the mesh, it depends on the skeleton and the mesh, whether its skeleton is compatible (you may need to do few extra steps if its not by default) also there are some modular skeletal meshes which may be a bit more complex to integrate here's a pretty simple video which can show how you can change the default character in a simple scenario :) ua-cam.com/video/1dKUkMi0e18/v-deo.htmlsi=jX7-bFuG5hrqESVd
From personal experience, don't swap the default character with metahuman. Metahuman doesn't fit perfectly and a lot of tweaks need to be done which is not worth the time or effort. If you are using ALS, stick to the UE4 skeleton. If you need to use MH, use the LYRA locomotion system.
Thanks for this AMAZING tutorial bro!!!
May I ask why are you not using Lyra's Locomotion?
Sorry missed this! :D
I am not actually using either in my project, just someone asked me how to do this one in discord so I made a quick video for it :)
Lyra is pretty great too though!
I expect you choose it depending on your project requirements, this pack contains for example some climbing animations that I think are not going to be present in Lyra
don't know if you still look at this old comment, but wanted to know what would be the benefit of using ALS over lyra. Especially now, that motion matching exists
hey :)
yes its an interesting question
motion matching is changing a lot of things, I am also integrating it in my project:
ua-cam.com/video/ZS48OP-Z6j8/v-deo.htmlsi=luf_kpX1TTxwknxw
ALS has a big community behind it, for example check their discord:
discord.gg/wYYMHFu
I suspect that motion matching will perhaps be integrated with ALS and it will continue growing, but I don't really know :D
Sadly it doesn't seem to work with 5.4, always having problems when launching
great tutorial bro!🥰
Hello boss, quick question: After I have got to the point of opening my project with the plugin applied, it says that the plugin is for version 5.4, despite me alrteady being on 5.4.3. Also, even after opening it up, It seems to not contain the demo level. Every time I open up the grid level and attempt to play, it crashes my UE. Any ideas what could be causing this?
Great tut btw :)
hey :)
so first part is about the plugin version - just make sure you have the latest plugin downloaded
then find the plugin '.uplugin' and open it with text editor
you will find the "EngineVersion" entry.
Just set that to 5.4.0 (even if you're on 5.4.x, it only checks the major and minor version) btw current latest is 5.4.1, are you sure about 5.4.3
this will remove the warning of "that the plugin is for version " (this is general approach to suppress that warning, not specific to this plugin)
but note that this obviously doesn't change the plugin code itself, which is why you want to make sure you got the latest version of plugin code.
about finding the map; this is part of the plugin code. So in your content browser window, you need to click settings and "show plugin content" (at minute 5:05 in vid) - can you just make sure that's enabled?
about the crash - I'm afraid not sure about that
I just tested it with my 5.4.1 (latest release) and it works ok (with ALS_Demo_Level map)
@@unreal-dev-with-yaz Hello boss,
Thank you so much for your help sir. You led me down a path to which I found out my project was still on 5.2 LOOL (I thouight the projects updated with the engine, shows how new I am pffhahahahaha) no wonder it was crashing Unreal, trying to work a 5.4 plugijn in 5.2 LMAO. So I made a new blueprint project, added C++ as a class, etc etc.. and now I have ALS in my new peoject without a single hiccup thanks to this tut :)
Only thing now is my previous project with my half-built world in is now inecessable, as it says I need to try rebuild it manually. I have done some reaserch and I believe it is something to do with a C++ class not being able to be complied in the native blueprint project or something like that. I have never touched Visual Studio before so it's a massive headache, but i'm sure i'll figure it out eventually. Once I have, my plan is to migrate my world to my new project, hopefully not corrupted LOL.
Thanks again for your help boss, you are criminally undersubbed.
Noob question: if you choose a c++ project, will this locomotion system still be useable if I have been using blueprints for the majority? Cant see why not, but just curious before i get too deep in this.
yep :)
a lot of people have both, c++ and blueprints in their project
didnt work, it keep repeating the message "could not be compiled. Try rebuilding from source manually."
make sure the project is fully compilable before you start these steps
alternatively, you can just open up the visual studio project and compile/run from there, now that the project files have been generated.
if there are any errors, they'll be surfaced here
Thank your for fast answer, i guess its megascans plugins screwing things up! already have opened in VS, tried to compile and everything and it keeps the same error
@@unreal-dev-with-yaz
Same problem.
What do you mean make sure the project is compatible
Hey man I have some questions. Do you have Discord so I can ask them ?
sure, if its ALS related, probably better to ask in their discord: discord.gg/wYYMHFu
I am on this discord server: discord.gg/cDZB3fpW
Can i use a Metahuman with this plugin?
hey :) yep you can change the skeletal mesh as per your requirements, can see this video should cover what you need: ua-cam.com/video/R6F8BanUEp4/v-deo.htmlsi=VOrT91-4G45GX7Q_
@@unreal-dev-with-yaz thanks for the early response! I'm trying to make the character walk instead of run, and run with SHIFT instead of sprint, i'm using the community ALS, But i don't have the minor idea of how to set it 😭
@@patitopingobueno Ah, generally you can set it through animation blendspaces
I am not 100% on how how to do it via ALS yet as I don’t use it in my project (I made this video on a request)
I can potentially check it and update you after my travels next week as I am not near my main PC :D
But I did a video closely related to animation blendspaces and animation blueprints here:
ua-cam.com/video/DNbuEeg7UJE/v-deo.htmlsi=8FEwcrxA9HMF35D4
Basically you’d want to modify the sprint animation to blend at a different speed (or remove it entirely)
Alternatively you can modify the actual actor speeds (for walk/run/sprint), which are generally settings on the actor component
@@unreal-dev-with-yaz thanks, i'll be waiting if you make a tutorial, meanwhile i will search in other sites, in the ALS Discord with 70.000 users, never responds, and the community versión is a C++ code, and i'm not so good with that 🥲
Now i'm going to check the link 😎
I am using an ultra wide and the camera looks odd there a zoom and it’s only on 5.3
It may be an issue with that specific version of engine but you could ask either in the discussion board:
github.com/dyanikoglu/ALS-Community/discussions
Or their discord: discord.gg/wYYMHFu
To see if anyone else faced and resolved similar issues
hey bro, unfortuntly i meet the same question ,have you solve it now ?
how does one change meshes and what not now?
hey :)
sorry missed this!
well, it really depends on your project :D
as for the mesh, it depends on the skeleton and the mesh, whether its skeleton is compatible (you may need to do few extra steps if its not by default)
also there are some modular skeletal meshes which may be a bit more complex to integrate
here's a pretty simple video which can show how you can change the default character in a simple scenario :)
ua-cam.com/video/1dKUkMi0e18/v-deo.htmlsi=jX7-bFuG5hrqESVd
From personal experience, don't swap the default character with metahuman. Metahuman doesn't fit perfectly and a lot of tweaks need to be done which is not worth the time or effort. If you are using ALS, stick to the UE4 skeleton. If you need to use MH, use the LYRA locomotion system.
ALS-Refactored is much better ;)
oh nice, I haven't seen that one
I suspect it may follow similar steps to add it to project :)