diff --git a/ALSV4_CPP.uplugin b/ALSV4_CPP.uplugin index 09422fd1..9b32bd22 100644 --- a/ALSV4_CPP.uplugin +++ b/ALSV4_CPP.uplugin @@ -1,7 +1,7 @@ { "FileVersion": 3, "Version": 1, - "VersionName": "4.12", + "VersionName": "4.13", "FriendlyName": "Advanced Locomotion System V4 on C++", "Description": "Performance optimized C++ port of LongmireLocomotion's Advanced Locomotion System V4", "Category": "Animation", diff --git a/Content/AdvancedLocomotionV4/Blueprints/UI/ALS_HUD.uasset b/Content/AdvancedLocomotionV4/Blueprints/UI/ALS_HUD.uasset index 60dafb4b..0c97e073 100644 Binary files a/Content/AdvancedLocomotionV4/Blueprints/UI/ALS_HUD.uasset and b/Content/AdvancedLocomotionV4/Blueprints/UI/ALS_HUD.uasset differ diff --git a/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/ALS_AnimBP.uasset b/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/ALS_AnimBP.uasset index ab61954a..1ec3aef4 100644 Binary files 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a/Source/ALSV4_CPP/Private/Character/Animation/ALSCharacterAnimInstance.cpp +++ b/Source/ALSV4_CPP/Private/Character/Animation/ALSCharacterAnimInstance.cpp @@ -659,7 +659,7 @@ float UALSCharacterAnimInstance::CalculateStrideBlend() const // the movement speed, preventing the character from needing to play a half walk+half run blend. // The curves are used to map the stride amount to the speed for maximum control. const float CurveTime = CharacterInformation.Speed / GetOwningComponent()->GetComponentScale().Z; - const float ClampedGait = GetAnimCurveClamped(FName(TEXT("Weight_Gait")), -1.0, 0.0f, 1.0f); + const float ClampedGait = GetAnimCurveClamped(FName(TEXT("W_Gait")), -1.0, 0.0f, 1.0f); const float LerpedStrideBlend = FMath::Lerp(StrideBlend_N_Walk->GetFloatValue(CurveTime), StrideBlend_N_Run->GetFloatValue(CurveTime), ClampedGait); @@ -676,15 +676,15 @@ float UALSCharacterAnimInstance::CalculateWalkRunBlend() const float UALSCharacterAnimInstance::CalculateStandingPlayRate() const { // Calculate the Play Rate by dividing the Character's speed by the Animated Speed for each gait. - // The lerps are determined by the "Weight_Gait" anim curve that exists on every locomotion cycle so + // The lerps are determined by the "W_Gait" anim curve that exists on every locomotion cycle so // that the play rate is always in sync with the currently blended animation. // The value is also divided by the Stride Blend and the mesh scale so that the play rate increases as the stride or scale gets smaller const float LerpedSpeed = FMath::Lerp(CharacterInformation.Speed / Config.AnimatedWalkSpeed, CharacterInformation.Speed / Config.AnimatedRunSpeed, - GetAnimCurveClamped(FName(TEXT("Weight_Gait")), -1.0f, 0.0f, 1.0f)); + GetAnimCurveClamped(FName(TEXT("W_Gait")), -1.0f, 0.0f, 1.0f)); const float SprintAffectedSpeed = FMath::Lerp(LerpedSpeed, CharacterInformation.Speed / Config.AnimatedSprintSpeed, - GetAnimCurveClamped(FName(TEXT("Weight_Gait")), -2.0f, 0.0f, 1.0f)); + GetAnimCurveClamped(FName(TEXT("W_Gait")), -2.0f, 0.0f, 1.0f)); return FMath::Clamp((SprintAffectedSpeed / Grounded.StrideBlend) / GetOwningComponent()->GetComponentScale().Z, 0.0f, 3.0f);