UE5.7 - Adventure Game Locomotion System (AGLS v1.9+) | 2026 Trailer | Player Movement

AGLS is the result of over 5 years of my Unreal Engine learning journey. It is a highly advanced framework featuring a wide range of gameplay systems commonly found in single-player adventure games such as Uncharted or The Last of Us (including Crawling, Climbing, Swimming, Rope Swinging and more). The project can serve as an educational platform for learning advanced topics such as animation programming, gameplay systems, and AI controller development in Unreal Engine. AGLS can also be used as a foundation for developing a full game (also commercial*). However, it's important to note that its systems should not always be considered fully polished, production-ready gameplay mechanics. The project is NOT replicated❗ and has been developed and tested on Windows 🖥️. AGLS v1.9+, framework relies heavily on C++, featuring seven C++ plugins with more than 150 classes. Despite this, the project was designed to be easily customized using Blueprints, without requiring modifications to the C++ source code. AGLS is also a collection of tools that extend Unreal Engine's built-in functionality. These include enhanced implementations of systems such as the Gameplay Ability System (GAS), Gameplay Tasks, EQS, Pose Search, and custom AnimGraph Nodes. The showcase video demonstrates only about one-third of what AGLS has to offer. In reality, the project contains far more features, and presenting everything would require roughly 30 minutes, not just 9 minutes 🙃. For that reason, I recommend downloading the packaged demo to experience what the project currently offers: https://www.patreon.com/JakubW/posts/... The full project is available on Patreon, along with information about the not included animation sequences and the project's license: https://www.patreon.com/JakubW/posts/... ▶ By default, animations are still created for the UE4 Mannequin skeleton. However, the project files also include real-time retargeting for the UE5 Manny skeleton (Manny has the same bone structure as Metahuman, making it easier to implement that mesh). ▶ The project is NOT replicated. This means that the whole thing is not adapted for the multiplayer mode. ▶ The project is designed only for the WINDOWS operating system. Other systems, such as Mac, require different C++ binary files. Unfortunately, on other platforms, the code compilation process fails. This likely means that changes to the source code are necessary to support those platforms. Project packaging (Dev or Shipping Mode) i only made for Windows 10. Here's a list of some of the project elements that weren't shown in the video: ● Overlay States: • Pistols • Rifle • Flashlight • Axe • Knife • Box • Barrel ● Guns system: • Shooting • Reloading • Pick Up • Hold Cliping • Sniper Rifle • Shootgun • Ammo • Pistol Switching ● Bow system ● Damage System: • HitReactions • Death Sequences ● Backpack functionality ● Interactions With Environment: • Open shelfs, chests, drawers, doors • Note Inspection • Button press • Upgrades Table • Dynamic Lifts Sequences ● Dynamic poses when any enemy is near ● Grenades system ● Melee Fightings (Hands, Knife, Axe): • Attacks • Dodges ● Stealth Finishers: Hands, Knife, Axe ● Advanced Enemy HumanAI Characters + Controllers: • Patroling Movement • Patroling Interactions (Smart Objects) • Traversals Actions • Looking Around/Searching for detected enemy • Sneaking • Fighting using Guns or Melee Combat • Stealth FInishers • Teams Configuration ● Advanced Companion HumanAI Characters + AI Controller: • Following Player with including Jumps • Traversal Actions and Climbing Ledges • Sneaking and Finishers • Shooting • Dual Mode Interactions ● Zombies Characters + AI Controllers: • Custom Motion Matching database • Example of Deformer Graph configuratio • Dismemberment System • Blood Effects • Crawling • Attacks • Attacks Cutscenes 0:00 Intro 0:59 Player Mechanics