Quick Start integration to ALS
Last updated
Last updated
Under ActionMagicSystem/Demo/Animations/Mage/Montages AND ActionMagicSystem/Demo/Animations/Mage select the montages/AnimSequences and retarget them
Not all animations may look like they support to be, make sure they are retargeted correctly and tweak them in the retargeter if necessary!
Before continuing, make sure you add a gameplay Tag Called MagicCombatMode under the Overlay Mode Category in Project Settings Gamplay Tags
it will look like this
open your ALS character Add the character interface
Add the components to your ALS character
Check stats component and targeting component for its settings
In your character, go to the interface functions and add these components
Go to ActionMagicSystem/Blueprints/Interfaces and open Spell_System_Character_Interface
Open the interface and open Get Camera Component function
In the output, add Minimal View info variable
Add Two more Functions to the interface called Set Overlay Mode and Set Rotation Mode with the input variable as Gameplay Tag
In your character get the camera->Get View Info and connect the pin
In your character, add these Events you just created
Go to Plugins/Advanced Locomotion System/ALS/Character/AnimationInstances/Overlays
Duplicate Any overlay Animation Blueprint in my example AB_Als_Torch
Rename the New Overlay AB_Als_MagicCombatMode
Delete the aiming part and copy paste the not aiming part and connect it to the aiming pose
Replace all animation sequenes with the sequence called Anim_Idle you retargeted for your als character
The result will look like the picture below
Now go back to you ALS Character BP and find the function RefreshOverlayLinkedAnimationLayer
Add your new overlay into the array OverlayAnimationInstanceClasses
Open the Anim_Idle your retargeted and open the animation data modifiers window add the Create Layering curves modifier and apply it
your animation looks like this now
Edit the Following curves with the following values
LayerArmLeft Value: 1
LayerArmLeftAdditive Value: 1
LayerArmRight Value: 1
LayerArmRightLocalSpace Value: 1
LayerHandLeft Value: 1
LayerHandRight Value: 1
AllowAiming Value: 1
Save the animation
if all is correct, it looks like this
Open The Spell Function Library in ActionMagicSystem/Blueprints/Function_Library
Open the Function Box Trace Forward
After the Get Camera Component call remove the valid node and break the view info node, connect the Location and rotation values like in the picture below
Replace the world connect with the player
Open the Spell_System_Component
Get any Get Camera Component node and right-click it and select find references
Go through all references and remove the location and rotation pins from the camera and connect them to the view info
Open the Targeting Component Spell_System_Targeting_Component and open the Try Target
Replace the location and rotation values from the get camera component node and connect them to the view info structure
Remove the is valid node and just tick the bool in all select nodes
If all is correct, it should look like this
Open your ALS anim BP AB_Als
Cache the pose at the end and add a classic layer blend after the cached pose with the following settings like in the picture below
Add a default slot node at the end
You have to go through all montages you retargeted and either Set the Group to Default or Upper Body
This Component was not made with ALS in mind, but it was made so it can be added to many different game types with ALS comes a powerful animation system, but this means it needs a lot of work to tweak the system and assets so they work hand in hand together, this Quick start integration was written so you can quickly get the system to work with ALS, but it may not look as good as with the normal animation system, please tweak the animations and blend them correctly within ALS to get the expected result