GithubHelp home page GithubHelp logo

officialnoms / alsreplicated Goto Github PK

View Code? Open in Web Editor NEW
106.0 106.0 86.0 55.49 MB

This is a community-based effort to fully and effectively replicate Advanced Locomotion System v4 which is permanently free on the Epic Marketplace.

License: MIT License

C# 15.29% C++ 84.20% C 0.51%

alsreplicated's People

Contributors

n-010 avatar officialnoms avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

alsreplicated's Issues

Slow motion lag on server instance

Detailed description of issue
Slow motion replicates perfectly server to client but lags 5-10 seconds behind when client to server causing movement glitches.

Steps To Reproduce:

  1. Play ALS_DemoLevel with 2 players (dedicated server disabled)
  2. Start SloMo on the client instance
  3. Walk sideways (facing the server player instance camera)

Expected Results:
Matched SloMo on both instances for the client player instance, with the server player instance able to move effectivly.

Actual Results:
Delayed slomo on the server instance causing the client player instance to jump back to the original position after 5-10 secs of movement, also delay when slomo is turned off.

Suggested Solution
Slow motion is a feature that should be disabled in multiplayer games as time distortion features are not viable (unless all players are to experience the distortion). Need to detect the number of players on load (or the number of players alive in the level) and enable accordingly.

Client lag on networked server

Detailed description of issue:
When running advanced session via link , client is lagging to server player; latency of client is 48ms but appears jittery and unstable. Often teleports. When observed by client player, server player is not lagging or appearing jittery/unstable.

Steps to reproduce:

  1. Package game to run with advanced session/networked replication, play as server player and examine connected client player.
  2. Observe client player's latency and behavior

Expected results:
No/little issue with loading client player's animations, velocity, position, rotation, etc.

Actual results:
Client players appear jittery/unstable when playing and struggle to move in a stable fashion.

Packaging Linker error LNK2019

Detailed description of issue
When packaging a project derived from the current July 2020 code merge with additional compiled plugins ( Autosettings and AdvancedSessions ) a linking error occurs. Affects all build targets equally.

Steps To Reproduce:
1: Add blank MyClass C++ Class ( to allow plugins to build )
2: Build the code in VS (using 2017 community ) to generate buildtargets
3: Attempt to package for Win X64 - any target

Expected Results:
Completed build executable and dll in build target directory.

Actual Results:
Error LNK2019
unresolved external symbol "protected: float __cdecl ABaseCharacter::GetSpeed(void)const " (?GetSpeed@ABaseCharacter@@IEBAMXZ) referenced in function "public: static void __cdecl ABaseCharacter::execGetSpeed(class UObject *,struct FFrame &,void * const)" (?execGetSpeed@ABaseCharacter@@SAXPEAVUObject@@AEAUFFrame@@QEAX@Z)
Intermediate\ProjectFiles\BaseCharacter.gen.cpp.obj 1
And Error LNK1120 1 unresolved externals \Binaries\Win64\ALSReplicated.exe 1

FIX ?
Traced the error to the declaration of ABaseCharacter::GetSpeed in the file
\Source\ALSReplicated\Public\Characters\BaseCharacter.h
FORCEINLINE float GetSpeed() const; on line 77

Removing the FORCEINLINE directive prevents the linking error and the project compiles successfully suggesting that the call to GetCharacterMovement needs to be linked externally.

animator additive pose errors

Detailed description of issue
Existing animator errors from the original marketplace ALSv4 are magnified by a factor of five, all errors are along the lines of "Trying to play a non-additive animation 'ALS_N_to_CLF' into a pose that is expected to be additive in anim instance 'ALS_AnimBP_C'"

Steps To Reproduce:

  1. Play the map ALS_DemoLevel in single (or multi) player
  2. Check the message log

Expected Results:
Zero errors in the message log section "Anim Blueprint Log"

Actual Results:
56 errors in single player and weirdly 52 errors in two player, all errors are the same aka "Trying to play a non-additive animation 'ALS_N_to_CLF' into a pose that is expected to be additive in anim instance 'ALS_AnimBP_C'" but for different additive animations.

Original ALS had 11 of these errors

Ragdoll

When recovering back out of ragdoll, the player is transported across the floor

no animation applied to the left arm when aiming one handed pistol

Detailed description of issue
Unlike the torch, when aiming the pistol (single handed) the left arm (non aiming arm) sticks to a fixed 45 degree angle and does not animate, looks weird, issue present in original ALS v4. Note that when not aiming the left arm does have animation.

Steps To Reproduce:

  1. Run the ALS_DemoLevel in single (or multi) player
  2. Select the pistol (hold Q and change weapon with mouse wheel)
  3. Aim the pistol (right mouse) and move around

Expected Results:
Left arm should animate when aiming whilst moving or standstill.

Actual Results:
Left arm presents no animation standstill, and sticks to a static 40-45 degree angle. When moving and aiming animation present but still offset by 40ish degrees, weird weid
screenshot

Packaging always fails!

Whenever I package the project I get this error message:

Creating library C:\Users\johan\Documents\Unreal Projects\ALSReplicated-master\Binaries\Win64\ALSReplicated.lib and object C:\Users\johan\Documents\Unreal Projects\ALSReplicated-master\Binaries\Win64\ALSReplicated.exp UATHelper: Packaging (Windows (64-bit)): BaseCharacter.gen.cpp.obj : error LNK2019: unresolved external symbol "protected: float __cdecl ABaseCharacter::GetSpeed(void)const " (?GetSpeed@ABaseCharacter@@IEBAMXZ) referenced in function "public: static void __cdecl ABaseCharacter::execGetSpeed(class UObject *,struct FFrame &,void * const)" (?execGetSpeed@AB

dedicated server runtime HUD "access none" error per client

Detailed description of issue
When dedicated server is enabled, play in editor error "Blueprint Runtime Error: "Accessed None trying to read property ALS HUD". Blueprint: ALS_Player_Controller Function: Execute Ubergraph ALS Player Controller Graph: EventGraph Node: Add to Viewport" appears on load per client

Steps To Reproduce:
1: Play the ALS_DemoLevel with 2 players and dedicated server enabled
2. Change to the message log

Expected Results:
No load errors.

Actual Results:
Per client, the above message is output into the play in editor log

Debug view camera inconsistent view angle

Detailed description of issue
Debug view mode camera is always looking from the same direction, so according to the current character rotation, depends which side of the character is displayed, this issue is also present in the original V4 marketplace asset in single player. This also causes the WASD keys to be rotation affected.

Steps To Reproduce:

  1. Run ALS_DemoLevel in single (or multi) player mode
  2. Switch debug mode on (V)
  3. Move around with WASD (without rotating the camera)
  4. Switch debug mode off (V)
  5. Rotate the player 90 degrees
  6. Switch to debug mode again (V)
  7. Move around with WASD (without rotating the camera)

Expected Results:
The camera should consistently be locking onto the player instance showing the front of the player, WASD keys should be inverted.

Actual Results:
Player character rotation affects the locked look at angle of the camera causing side/back (or intermediate angle) view lockon, WASD becomes a nightmare to control the player unless facing in the level start rotation or 180 degrees of it.
screenshot

Jumping

Jumping animation not replicating on client

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.