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Merge pull request #426 from dyanikoglu/dev
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Release v4.24.0
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dyanikoglu authored Dec 13, 2022
2 parents 3ab9060 + efec6e7 commit d9d6286
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Showing 27 changed files with 8 additions and 4 deletions.
4 changes: 2 additions & 2 deletions ALSV4_CPP.uplugin
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{
"FileVersion": 3,
"Version": 1,
"VersionName": "4.23.3",
"VersionName": "4.24.0",
"FriendlyName": "Advanced Locomotion System Community",
"Description": "Performance optimized community version of LongmireLocomotion's Advanced Locomotion System V4",
"Category": "Animation",
"CreatedBy": "Doga Can Yanikoglu",
"CreatedByURL": "https://github.com/dyanikoglu",
"DocsURL": "https://github.com/dyanikoglu/ALS-Community",
"SupportURL": "https://github.com/dyanikoglu/ALS-Community/issues",
"EngineVersion": "5.0",
"EngineVersion": "5.1",
"EnabledByDefault": true,
"CanContainContent": true,
"IsBetaVersion": false,
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2 changes: 1 addition & 1 deletion README.md
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@@ -1,7 +1,7 @@
# Advanced Locomotion System - Community Version
![image](https://github.com/dyanikoglu/ALS-Community/raw/main/Resources/Readme_Content_2.gif)

Replicated and optimized version of [Advanced Locomotion System V4](https://www.unrealengine.com/marketplace/en-US/product/advanced-locomotion-system-v1) for **Unreal Engine 5.0** with additional bug fixes
Replicated and optimized version of [Advanced Locomotion System V4](https://www.unrealengine.com/marketplace/en-US/product/advanced-locomotion-system-v1) for **Unreal Engine 5.1** with additional bug fixes

<p align="center">
<a href="https://discord.gg/wYYMHFu"><img src="https://i.imgur.com/LP9bZQj.png"></a>
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4 changes: 4 additions & 0 deletions Source/ALSV4_CPP/Private/Character/ALSPlayerController.cpp
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Expand Up @@ -26,6 +26,8 @@ void AALSPlayerController::OnPossess(APawn* NewPawn)

SetupInputs();

if (!IsValid(PossessedCharacter)) return;

UALSDebugComponent* DebugComp = Cast<UALSDebugComponent>(PossessedCharacter->GetComponentByClass(UALSDebugComponent::StaticClass()));
if (DebugComp)
{
Expand All @@ -39,6 +41,8 @@ void AALSPlayerController::OnRep_Pawn()
PossessedCharacter = Cast<AALSBaseCharacter>(GetPawn());
SetupCamera();
SetupInputs();

if (!PossessedCharacter) return;

UALSDebugComponent* DebugComp = Cast<UALSDebugComponent>(PossessedCharacter->GetComponentByClass(UALSDebugComponent::StaticClass()));
if (DebugComp)
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2 changes: 1 addition & 1 deletion Source/ALSV4_CPP/Private/Components/ALSDebugComponent.cpp
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Expand Up @@ -198,7 +198,7 @@ void UALSDebugComponent::ToggleDebugMesh()
}
else
{
DefaultSkeletalMesh = OwnerCharacter->GetMesh()->SkeletalMesh;
DefaultSkeletalMesh = OwnerCharacter->GetMesh()->GetSkeletalMeshAsset();
OwnerCharacter->SetVisibleMesh(DebugSkeletalMesh);
}
bDebugMeshVisible = !bDebugMeshVisible;
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