Digital Dungeon Assets Docs
  • Welcome to the Magic Spell system docs
  • Getting Started
    • Welcome
    • Quick Start Migrating to existing Project
    • Quick Start Using Demo Character
    • Quick Start integration to ALS
  • Spell System
    • Components
    • Spell Component Overview
    • Stats Component Overview
    • Targeting Component
    • UI Component
    • Animation Notifiers
    • Damage Types
    • The Data Table
    • Function Library
    • Interfaces
    • Macro Library
    • Spells
    • UI
    • Multiplayer
  • VFX
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On this page
  • Retarget all animations to the ALS Skeletal Mesh
  • Make sure you have all animations retargeted to your character before continuing!
  • Add a gameplay Tag
  • IMPORTANT
  • Closing Words
  1. Getting Started

Quick Start integration to ALS

PreviousQuick Start Using Demo CharacterNextComponents

Last updated 8 months ago

Retarget all animations to the ALS Skeletal Mesh

Make sure you have all animations retargeted to your character before continuing!

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!

Add a gameplay Tag

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

  1. LayerArmLeft Value: 1

  2. LayerArmLeftAdditive Value: 1

  3. LayerArmRight Value: 1

  4. LayerArmRightLocalSpace Value: 1

  5. LayerHandLeft Value: 1

  6. LayerHandRight Value: 1

  7. 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

IMPORTANT

You have to go through all montages you retargeted and either Set the Group to Default or Upper Body

Closing Words

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

Add the self node to the pin