Kaynağa Gözat

添加UE5的动画系统

usuiforhe 3 yıl önce
ebeveyn
işleme
7149908a8a
100 değiştirilmiş dosya ile 413 ekleme ve 0 silme
  1. 1 0
      TS/Typescript.md
  2. 17 0
      UE5/高级动画系统/ALSV4/ALSV4.uproject
  3. 2 0
      UE5/高级动画系统/ALSV4/Config/DefaultEditor.ini
  4. 157 0
      UE5/高级动画系统/ALSV4/Config/DefaultEngine.ini
  5. 97 0
      UE5/高级动画系统/ALSV4/Config/DefaultGame.ini
  6. 108 0
      UE5/高级动画系统/ALSV4/Config/DefaultInput.ini
  7. 31 0
      UE5/高级动画系统/ALSV4/Config/HoloLens/HoloLensEngine.ini
  8. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Background/Starter_Background_Cue.uasset
  9. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Background/Starter_Birds01.uasset
  10. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Background/Starter_Wind05.uasset
  11. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Background/Starter_Wind06.uasset
  12. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Pivot_01.uasset
  13. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Pivot_02.uasset
  14. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Pivot_03.uasset
  15. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Pivot_04.uasset
  16. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Run_01.uasset
  17. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Run_02.uasset
  18. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Run_03.uasset
  19. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Run_04.uasset
  20. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Step_01.uasset
  21. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Step_02.uasset
  22. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Step_03.uasset
  23. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Walk_01.uasset
  24. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Walk_02.uasset
  25. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Walk_03.uasset
  26. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Walk_04.uasset
  27. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Walk_05.uasset
  28. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Footstep_Cue.uasset
  29. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/UI/Click.uasset
  30. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Blueprints/CameraSystem/ALS_PlayerCameraManager.uasset
  31. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Blueprints/CameraSystem/Camera.uasset
  32. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Blueprints/CameraSystem/Camera_Skeleton.uasset
  33. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Blueprints/CharacterLogic/ALS_AnimationMan_CharacterBP.uasset
  34. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Blueprints/CharacterLogic/ALS_Base_Character.uasset
  35. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Blueprints/CharacterLogic/ALS_PlayerController.uasset
  36. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Blueprints/GameModes/ALS_GameMode_Sp.uasset
  37. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Blueprints/Interface/ALS_Camera_BPI.uasset
  38. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/ALS_Mannequin_Skeleton.uasset
  39. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/ALS_Mannequin_T_Pose.uasset
  40. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Actions/ALS_CLF_GetUp_Back.uasset
  41. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Actions/ALS_CLF_GetUp_Front.uasset
  42. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Actions/ALS_N_LandRoll_F.uasset
  43. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Actions/ALS_N_Mantle_1m_LH.uasset
  44. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Actions/ALS_N_Mantle_1m_RH.uasset
  45. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Actions/ALS_N_Mantle_2m.uasset
  46. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/AimOffsets/ALS_N_Look_D_Sweep.uasset
  47. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/AimOffsets/ALS_N_Look_F_Sweep.uasset
  48. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/AimOffsets/ALS_N_Look_U_Sweep.uasset
  49. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/BasePoses/ALS_CLF_Pose.uasset
  50. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/BasePoses/ALS_N_Pose.uasset
  51. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_Flail.uasset
  52. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_FallLoop.uasset
  53. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_FallLoop_Fast.uasset
  54. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_JumpLoop.uasset
  55. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_JumpRun_LF.uasset
  56. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_JumpRun_RF.uasset
  57. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_JumpWalk_LF.uasset
  58. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_JumpWalk_RF.uasset
  59. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_Land_Heavy.uasset
  60. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_Land_Heavy_Additive.uasset
  61. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_Land_Light.uasset
  62. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_Land_Light_Additive.uasset
  63. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/Detail/ALS_N_Falling_LeanPose_0.uasset
  64. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/Detail/ALS_N_Falling_LeanPose_B.uasset
  65. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/Detail/ALS_N_Falling_LeanPose_F.uasset
  66. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/Detail/ALS_N_Falling_LeanPose_L.uasset
  67. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/Detail/ALS_N_Falling_LeanPose_R.uasset
  68. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_CLF_WalkPose.uasset
  69. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_CLF_Walk_B.uasset
  70. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_CLF_Walk_F.uasset
  71. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_CLF_Walk_L.uasset
  72. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_CLF_Walk_R.uasset
  73. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_CRF_WalkPose.uasset
  74. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_CRF_Walk_B.uasset
  75. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_CRF_Walk_F.uasset
  76. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_CRF_Walk_L.uasset
  77. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_CRF_Walk_R.uasset
  78. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_RunPose_F.uasset
  79. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_RunPose_L.uasset
  80. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_RunPose_R.uasset
  81. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Run_B.uasset
  82. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Run_F.uasset
  83. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Run_LB.uasset
  84. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Run_LF.uasset
  85. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Run_RB.uasset
  86. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Run_RF.uasset
  87. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Sprint_F.uasset
  88. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Sprint_F_Impulse.uasset
  89. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_WalkPose_F.uasset
  90. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_WalkPose_L.uasset
  91. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_WalkPose_R.uasset
  92. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Walk_B.uasset
  93. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Walk_F.uasset
  94. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Walk_LB.uasset
  95. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Walk_LF.uasset
  96. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Walk_RB.uasset
  97. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Walk_RF.uasset
  98. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/Detail/ALS_N_LeanPose_0.uasset
  99. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/Detail/ALS_N_LeanPose_B.uasset
  100. BIN
      UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/Detail/ALS_N_LeanPose_F.uasset

+ 1 - 0
TS/Typescript.md

@@ -1769,3 +1769,4 @@ class Line {
 ```
 
 > 注意  装饰器元数据是个实验性的特性并且可能在以后的版本中发生破坏性的改变(breaking changes)。
+

+ 17 - 0
UE5/高级动画系统/ALSV4/ALSV4.uproject

@@ -0,0 +1,17 @@
+{
+	"FileVersion": 3,
+	"EngineAssociation": "5.0",
+	"Category": "",
+	"Description": "",
+	"Plugins": [
+		{
+			"Name": "Bridge",
+			"Enabled": true,
+			"SupportedTargetPlatforms": [
+				"Win64",
+				"Mac",
+				"Linux"
+			]
+		}
+	]
+}

+ 2 - 0
UE5/高级动画系统/ALSV4/Config/DefaultEditor.ini

@@ -0,0 +1,2 @@
+
+

+ 157 - 0
UE5/高级动画系统/ALSV4/Config/DefaultEngine.ini

@@ -0,0 +1,157 @@
+[/Script/EngineSettings.GameMapsSettings]
+EditorStartupMap=/Game/AdvancedLocomotionV4/Levels/ALS_DemoLevel.ALS_DemoLevel
+GameDefaultMap=/Game/AdvancedLocomotionV4/Levels/ALS_DemoLevel.ALS_DemoLevel
+TwoPlayerSplitscreenLayout=Vertical
+bOffsetPlayerGamepadIds=True
+
+[/Script/HardwareTargeting.HardwareTargetingSettings]
+TargetedHardwareClass=Desktop
+AppliedTargetedHardwareClass=Desktop
+DefaultGraphicsPerformance=Maximum
+AppliedDefaultGraphicsPerformance=Maximum
+
+[/Script/Engine.RendererSettings]
+r.DefaultFeature.MotionBlur=False
+r.DefaultFeature.AntiAliasing=1
+r.DefaultFeature.AutoExposure=True
+
+[/Script/NavigationSystem.RecastNavMesh]
+RuntimeGeneration=Static
+
+[URL]
+GameName=ALSV4
+
+[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
+bSupportsPortraitOrientation=False
+bSupportsUpsideDownOrientation=False
+bSupportsLandscapeLeftOrientation=True
+PreferredLandscapeOrientation=LandscapeLeft
+
+[/Script/Engine.Engine]
+NearClipPlane=1.000000
+
+[/Script/Engine.PhysicsSettings]
+DefaultGravityZ=-980.000000
+DefaultTerminalVelocity=4000.000000
+DefaultFluidFriction=0.300000
+SimulateScratchMemorySize=262144
+RagdollAggregateThreshold=4
+TriangleMeshTriangleMinAreaThreshold=5.000000
+bEnableShapeSharing=False
+bEnablePCM=True
+bEnableStabilization=False
+bWarnMissingLocks=True
+bEnable2DPhysics=False
+PhysicErrorCorrection=(PingExtrapolation=0.100000,PingLimit=100.000000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=1.000000,MaxRestoredStateError=1.000000,MaxLinearHardSnapDistance=400.000000,PositionLerp=0.000000,AngleLerp=0.400000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=10.000000,ErrorAccumulationSeconds=0.500000,ErrorAccumulationDistanceSq=15.000000,ErrorAccumulationSimilarity=100.000000)
+LockedAxis=Invalid
+DefaultDegreesOfFreedom=Full3D
+BounceThresholdVelocity=200.000000
+FrictionCombineMode=Average
+RestitutionCombineMode=Average
+MaxAngularVelocity=3600.000000
+MaxDepenetrationVelocity=0.000000
+ContactOffsetMultiplier=0.020000
+MinContactOffset=2.000000
+MaxContactOffset=8.000000
+bSimulateSkeletalMeshOnDedicatedServer=True
+DefaultShapeComplexity=CTF_UseSimpleAndComplex
+bDefaultHasComplexCollision=True
+bSuppressFaceRemapTable=False
+bSupportUVFromHitResults=False
+bDisableActiveActors=False
+bDisableKinematicStaticPairs=False
+bDisableKinematicKinematicPairs=False
+bDisableCCD=False
+bEnableEnhancedDeterminism=False
+AnimPhysicsMinDeltaTime=0.000000
+bSimulateAnimPhysicsAfterReset=False
+MaxPhysicsDeltaTime=0.033333
+bSubstepping=False
+bSubsteppingAsync=False
+MaxSubstepDeltaTime=0.016667
+MaxSubsteps=6
+SyncSceneSmoothingFactor=0.000000
+InitialAverageFrameRate=0.016667
+PhysXTreeRebuildRate=10
+DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,bUseMBPOuterBounds=False,MBPBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPOuterBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPNumSubdivs=2)
+ChaosSettings=(DefaultThreadingModel=DedicatedThread,DedicatedThreadTickMode=VariableCappedWithTarget,DedicatedThreadBufferMode=Double)
+
+[/Script/Engine.CollisionProfile]
+-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
+-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
+-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
+-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
+-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
+-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
+-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
+-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
+-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
+-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
+-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
+-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
+-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
+-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
++Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")
++Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ")
++Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
++Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ")
++Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ")
++Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.")
++Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ")
++Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ")
++Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.")
++Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.")
++Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")
++Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")
++Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")
++Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.")
++Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.")
++Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.")
++Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")
++Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
++Profiles=(Name="ALS_Character",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="")
++EditProfiles=(Name="Pawn",CustomResponses=((Channel="Grabbable",Response=ECR_Ignore)))
++EditProfiles=(Name="Spectator",CustomResponses=((Channel="Grabbable",Response=ECR_Ignore)))
++EditProfiles=(Name="InvisibleWall",CustomResponses=((Channel="Grabbable",Response=ECR_Ignore)))
++EditProfiles=(Name="InvisibleWallDynamic",CustomResponses=((Channel="Grabbable",Response=ECR_Ignore)))
++EditProfiles=(Name="Trigger",CustomResponses=((Channel="Grabbable",Response=ECR_Ignore)))
++EditProfiles=(Name="Ragdoll",CustomResponses=((Channel="Grabbable",Response=ECR_Ignore)))
++EditProfiles=(Name="UI",CustomResponses=((Channel="Grabbable",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Overlap)))
++EditProfiles=(Name="CharacterMesh",CustomResponses=((Channel="Grabbable",Response=ECR_Ignore)))
+-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
+-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
+-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
+-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
+-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
++ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
++ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
++ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
++ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
++ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
+-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
+-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
+-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
+-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
++CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
++CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
++CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
++CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
+
+[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
+bEnablePlugin=True
+bAllowNetworkConnection=True
+SecurityToken=905E410547A1D80A755892AB1354D7FC
+bIncludeInShipping=False
+bAllowExternalStartInShipping=False
+bCompileAFSProject=False
+bUseCompression=False
+bLogFiles=False
+bReportStats=False
+ConnectionType=USBOnly
+bUseManualIPAddress=False
+ManualIPAddress=
+

+ 97 - 0
UE5/高级动画系统/ALSV4/Config/DefaultGame.ini

@@ -0,0 +1,97 @@
+[/Script/EngineSettings.GeneralProjectSettings]
+ProjectID=3F792B6A4BC9D74AB0D61BB9C4EBAC43
+CompanyName=LongmireLocomotion
+ProjectName=AdvancedLocomotionV4
+CompanyDistinguishedName=LongmireLocomotion
+SupportContact=longmirelocomotion@gmail.com
+ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "E9646215430D3E18E23510A7B7E04BB5", "AdvancedLocomotionV4")
+ProjectDebugTitleInfo=NSLOCTEXT("[/Script/EngineSettings]", "D4EBAA114497D35D320D28AE94F94A24", "AdvancedLocomotionV4")
+CopyrightNotice=
+
+[StartupActions]
+bAddPacks=False
+InsertPack=(PackSource="StarterContent.upack,PackName="StarterContent")
+
+[/Script/UnrealEd.ProjectPackagingSettings]
+Build=IfProjectHasCode
+BuildConfiguration=PPBC_Development
+StagingDirectory=(Path="D:/Packaged Projects/LayeringDemo")
+FullRebuild=False
+ForDistribution=False
+IncludeDebugFiles=False
+BlueprintNativizationMethod=Disabled
+bIncludeNativizedAssetsInProjectGeneration=False
+bExcludeMonolithicEngineHeadersInNativizedCode=False
+UsePakFile=True
+bGenerateChunks=False
+bGenerateNoChunks=False
+bChunkHardReferencesOnly=False
+bForceOneChunkPerFile=False
+MaxChunkSize=0
+bBuildHttpChunkInstallData=False
+HttpChunkInstallDataDirectory=(Path="")
+PakFileCompressionFormats=
+PakFileAdditionalCompressionOptions=
+HttpChunkInstallDataVersion=
+IncludePrerequisites=True
+IncludeAppLocalPrerequisites=False
+bShareMaterialShaderCode=False
+bSharedMaterialNativeLibraries=False
+ApplocalPrerequisitesDirectory=(Path="")
+IncludeCrashReporter=False
+InternationalizationPreset=English
+-CulturesToStage=en
++CulturesToStage=en
+bCookAll=False
+bCookMapsOnly=False
+bCompressed=False
+bEncryptIniFiles=False
+bEncryptPakIndex=False
+GenerateEarlyDownloaderPakFile=False
+bSkipEditorContent=False
+bSkipMovies=False
+-EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.icu
+-EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.brk
+-EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.res
+-EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.nrm
+-EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.cfu
+-EarlyDownloaderPakFileFiles=...\Content\Localization\...\*.*
+-EarlyDownloaderPakFileFiles=...\Content\Localization\*.*
+-EarlyDownloaderPakFileFiles=...\Content\Certificates\...\*.*
+-EarlyDownloaderPakFileFiles=...\Content\Certificates\*.*
+-EarlyDownloaderPakFileFiles=-...\Content\Localization\Game\...\*.*
+-EarlyDownloaderPakFileFiles=-...\Content\Localization\Game\*.*
+-EarlyDownloaderPakFileFiles=...\Config\...\*.ini
+-EarlyDownloaderPakFileFiles=...\Config\*.ini
+-EarlyDownloaderPakFileFiles=...\Engine\GlobalShaderCache*.bin
+-EarlyDownloaderPakFileFiles=...\Content\ShaderArchive-Global-*.ushaderbytecode
+-EarlyDownloaderPakFileFiles=...\Content\Slate\*.*
+-EarlyDownloaderPakFileFiles=...\Content\Slate\...\*.*
+-EarlyDownloaderPakFileFiles=...\*.upluginmanifest
+-EarlyDownloaderPakFileFiles=...\*.uproject
+-EarlyDownloaderPakFileFiles=...\global_sf*.metalmap
++EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.icu
++EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.brk
++EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.res
++EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.nrm
++EarlyDownloaderPakFileFiles=...\Content\Internationalization\...\*.cfu
++EarlyDownloaderPakFileFiles=...\Content\Localization\...\*.*
++EarlyDownloaderPakFileFiles=...\Content\Localization\*.*
++EarlyDownloaderPakFileFiles=...\Content\Certificates\...\*.*
++EarlyDownloaderPakFileFiles=...\Content\Certificates\*.*
++EarlyDownloaderPakFileFiles=-...\Content\Localization\Game\...\*.*
++EarlyDownloaderPakFileFiles=-...\Content\Localization\Game\*.*
++EarlyDownloaderPakFileFiles=...\Config\...\*.ini
++EarlyDownloaderPakFileFiles=...\Config\*.ini
++EarlyDownloaderPakFileFiles=...\Engine\GlobalShaderCache*.bin
++EarlyDownloaderPakFileFiles=...\Content\ShaderArchive-Global-*.ushaderbytecode
++EarlyDownloaderPakFileFiles=...\Content\Slate\*.*
++EarlyDownloaderPakFileFiles=...\Content\Slate\...\*.*
++EarlyDownloaderPakFileFiles=...\*.upluginmanifest
++EarlyDownloaderPakFileFiles=...\*.uproject
++EarlyDownloaderPakFileFiles=...\global_sf*.metalmap
++MapsToCook=(FilePath="/Game/AdvancedMovement/Maps/ALS_AnimShowcase")
+bNativizeBlueprintAssets=False
+bNativizeOnlySelectedBlueprints=False
+
+

+ 108 - 0
UE5/高级动画系统/ALSV4/Config/DefaultInput.ini

@@ -0,0 +1,108 @@
+
+
+[/Script/Engine.InputSettings]
+-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
+-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
+-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
+-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
+-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
+-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
+-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
++AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MotionController_Left_TriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MotionController_Left_Grip1Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MotionController_Left_Grip2Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MotionController_Right_TriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MotionController_Right_Grip1Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MotionController_Right_Grip2Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Daydream_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Daydream_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusGo_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusGo_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusGo_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusGo_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+bAltEnterTogglesFullscreen=True
+bF11TogglesFullscreen=True
+bUseMouseForTouch=False
+bEnableMouseSmoothing=True
+bEnableFOVScaling=True
+bCaptureMouseOnLaunch=True
+bEnableLegacyInputScales=True
+bAlwaysShowTouchInterface=False
+bShowConsoleOnFourFingerTap=True
+bEnableGestureRecognizer=False
+bUseAutocorrect=False
+DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
+DefaultViewportMouseLockMode=LockOnCapture
+FOVScale=0.011110
+DoubleClickTime=0.200000
++AxisMappings=(AxisName="MoveForward/Backwards",Scale=1.000000,Key=W)
++AxisMappings=(AxisName="MoveForward/Backwards",Scale=-1.000000,Key=S)
++AxisMappings=(AxisName="MoveRight/Left",Scale=-1.000000,Key=A)
++AxisMappings=(AxisName="MoveRight/Left",Scale=1.000000,Key=D)
++AxisMappings=(AxisName="LookUp/Down",Scale=-1.000000,Key=MouseY)
++AxisMappings=(AxisName="LookLeft/Right",Scale=1.000000,Key=MouseX)
+DefaultPlayerInputClass=/Script/Engine.PlayerInput
+DefaultInputComponentClass=/Script/Engine.InputComponent
+DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
+-ConsoleKeys=Tilde
++ConsoleKeys=Tilde
+

+ 31 - 0
UE5/高级动画系统/ALSV4/Config/HoloLens/HoloLensEngine.ini

@@ -0,0 +1,31 @@
+
+
+[/Script/HoloLensPlatformEditor.HoloLensTargetSettings]
+bBuildForEmulation=False
+bBuildForDevice=True
+bUseNameForLogo=True
+bBuildForRetailWindowsStore=False
+bAutoIncrementVersion=False
+bShouldCreateAppInstaller=False
+AppInstallerInstallationURL=
+HoursBetweenUpdateChecks=0
+bEnablePIXProfiling=False
+TileBackgroundColor=(B=64,G=0,R=0,A=255)
+SplashScreenBackgroundColor=(B=64,G=0,R=0,A=255)
++PerCultureResources=(CultureId="",Strings=(PackageDisplayName="",PublisherDisplayName="",PackageDescription="",ApplicationDisplayName="",ApplicationDescription=""),Images=())
+TargetDeviceFamily=Windows.Holographic
+MinimumPlatformVersion=
+MaximumPlatformVersionTested=10.0.18362.0
+MaxTrianglesPerCubicMeter=500.000000
+SpatialMeshingVolumeSize=20.000000
+CompilerVersion=Default
+Windows10SDKVersion=10.0.18362.0
++CapabilityList=internetClientServer
++CapabilityList=privateNetworkClientServer
++Uap2CapabilityList=spatialPerception
+bSetDefaultCapabilities=False
+SpatializationPlugin=
+ReverbPlugin=
+OcclusionPlugin=
+SoundCueCookQualityIndex=-1
+

BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Background/Starter_Background_Cue.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Background/Starter_Birds01.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Background/Starter_Wind05.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Background/Starter_Wind06.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Pivot_01.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Pivot_02.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Pivot_03.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Pivot_04.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Run_01.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Run_02.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Run_03.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Run_04.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Step_01.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Step_02.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Step_03.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Walk_01.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Walk_02.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Walk_03.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Walk_04.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Concrete_Walk_05.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/Footsteps/Footstep_Cue.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Audio/UI/Click.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Blueprints/CameraSystem/ALS_PlayerCameraManager.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Blueprints/CameraSystem/Camera.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Blueprints/CameraSystem/Camera_Skeleton.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Blueprints/CharacterLogic/ALS_AnimationMan_CharacterBP.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Blueprints/CharacterLogic/ALS_Base_Character.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Blueprints/CharacterLogic/ALS_PlayerController.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Blueprints/GameModes/ALS_GameMode_Sp.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/Blueprints/Interface/ALS_Camera_BPI.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/ALS_Mannequin_Skeleton.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/ALS_Mannequin_T_Pose.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Actions/ALS_CLF_GetUp_Back.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Actions/ALS_CLF_GetUp_Front.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Actions/ALS_N_LandRoll_F.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Actions/ALS_N_Mantle_1m_LH.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Actions/ALS_N_Mantle_1m_RH.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Actions/ALS_N_Mantle_2m.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/AimOffsets/ALS_N_Look_D_Sweep.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/AimOffsets/ALS_N_Look_F_Sweep.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/AimOffsets/ALS_N_Look_U_Sweep.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/BasePoses/ALS_CLF_Pose.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/BasePoses/ALS_N_Pose.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_Flail.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_FallLoop.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_FallLoop_Fast.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_JumpLoop.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_JumpRun_LF.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_JumpRun_RF.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_JumpWalk_LF.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_JumpWalk_RF.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_Land_Heavy.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_Land_Heavy_Additive.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_Land_Light.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/ALS_N_Land_Light_Additive.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/Detail/ALS_N_Falling_LeanPose_0.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/Detail/ALS_N_Falling_LeanPose_B.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/Detail/ALS_N_Falling_LeanPose_F.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/Detail/ALS_N_Falling_LeanPose_L.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/InAir/Detail/ALS_N_Falling_LeanPose_R.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_CLF_WalkPose.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_CLF_Walk_B.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_CLF_Walk_F.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_CLF_Walk_L.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_CLF_Walk_R.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_CRF_WalkPose.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_CRF_Walk_B.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_CRF_Walk_F.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_CRF_Walk_L.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_CRF_Walk_R.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_RunPose_F.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_RunPose_L.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_RunPose_R.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Run_B.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Run_F.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Run_LB.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Run_LF.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Run_RB.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Run_RF.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Sprint_F.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Sprint_F_Impulse.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_WalkPose_F.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_WalkPose_L.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_WalkPose_R.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Walk_B.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Walk_F.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Walk_LB.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Walk_LF.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Walk_RB.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/ALS_N_Walk_RF.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/Detail/ALS_N_LeanPose_0.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/Detail/ALS_N_LeanPose_B.uasset


BIN
UE5/高级动画系统/ALSV4/Content/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/Detail/ALS_N_LeanPose_F.uasset


Bu fark içinde çok fazla dosya değişikliği olduğu için bazı dosyalar gösterilmiyor