Welcome to ALSV4_CPP Discussions! #99
Replies: 13 comments 14 replies
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Hi, I dont know what I am doing wrong, but after installing it says: the following modules are missing or built with a different engine version: ALSV4_CPP. I am using 4.26 First I copied the folder into 4.26 plugin folder, then I did the other steps. What am I missing? |
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This project is really amazing and meaningful👍, thanks for all the efforts @dyanikoglu does. Hope someday I could help with this repository.😁 |
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This project is awesome and I'd love to use it, but as a plugin it's pretty untenable. It's nearly impossible to update the base ALS classes with game module logic, unless you jump through a lot of hoops with lots of overrides, code duplication, etc. This would be production ready if it were a standalone project that can be more easily migrated to other existing projects so that the animation system can be integrated with game logic, since migrating plugin content and code is an unworkable solution in Unreal Engine 4 due to reference migration issues (try to Advanced Copy the plugin content to the project). |
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@looterz It was originally a standalone project. There are versions like that out there. In any case, yes, as an engine level plugin, its not very integratible, but that's not how its really used. Install it as a project level plugin and you can modify it to your hearts content, provided your project is a c++ one, which is really what this plugin is for. For blueprint only projects there are other versions that are blueprint only. |
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Thank you so much for sharing this! Really good job! |
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hi. I am running this project in ue4.26. I have this little issue. the ALS character shows sprinting animation when walking and running. i don't know what i have done wrong but I have followed the installation steps. |
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I have downloaded the latest version of ALSV4_CPP and it works fine. thank
you for your grate jub.
…On Thu, Feb 4, 2021 at 6:24 PM Doğa Can Yanıkoğlu ***@***.***> wrote:
I need more information about that, but seems like you've something wrong
with your project.
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We are having a great time working with this. Keep up the great work and thanks a lot! |
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Total newbie here, could I use this with EOS and in cooperation with the Online Subsystem Blueprints ? thanks in advance |
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Hi. I am new in c++ coding. I Just want to know how I can have a reference
of the camera in ALSCharacter to do the basic things like zooming, Line
tracing and other stuff.
I Understand that we are using the ALSCameraManagement but I couldn't find
a way to take it in ALSCharacter. thanks.
…On Fri, Mar 19, 2021 at 4:06 AM jjb653 ***@***.***> wrote:
if anyone has my problem i have solved it. you have to add #include
"Library/ALSCharacterStructLibrary.h" to ALSMathLibrary.h
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Hi. I am new in c++ coding. I Just want to know how I can have a reference
of the camera in ALSCharacter to do the basic things like zooming, Line
tracing and other stuff.
I Understand that we are using the ALSCameraManagement but I couldn't find
a way to take it in ALSCharacter. thanks.
…On Tue, Feb 16, 2021 at 1:16 AM DoubleSmith ***@***.***> wrote:
We are having a great time working with this. Keep up the great work and
thanks a lot!
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Good stuff, great optimizations. Might be worth considering exposing the input functions on ALSBaseCharacter.h to the editor. Input overrides tied to custom movement behavior is much easier to do in BP. Specifically checking the value of BP only variable, and then calling functions like PlayerForwardMovementInput() allows you to have finer control about when/how to process input differently from the base behavior without worrying about the C++. |
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