PixPoly

Changelog — Locomotion Framework

What changed, version by version.

  1. v1.7.0

    October 22, 2026

    Added

    • Hurdle and Vault now sync on the Traversal Contact notify, like Mantle and Climb: on the notify frame, the character is on the obstacle (hands planted with Use Hand Contact Anchor, otherwise passing over the middle of the obstacle). Without the notify, the approach syncs on the frame where the character leaves the ground. For a hurdle that does not touch the obstacle, uncheck Use Hand Contact Anchor.

    Fixed

    • Fixed traversal started while crouched or prone: the capsule went back to its standing size and the character ended up with its feet in the ground. It now keeps its size, multiplayer included.
    • Fixed Equip per posture: only the Equip of the Default column was played. With the row link open, the Equip of the current posture now plays.
  2. v1.6.0

    October 16, 2026

    Added

    • Low postures: new LF Toggle Low Posture node, to plug into an input to switch to Crouch, Prone or any other low posture, each with its own capsule height. It goes from one low posture to another without standing the character up, never resizes the capsule in the air (the request waits for the landing) and works in multiplayer. LF Enter Low Posture, LF Stand Up, Get Low Posture and Is In Low Posture complete it for gameplay.
    • In-air settings, per profile (Jump tab, Jump Settings > In Air): Air Rotation Speed, how fast the character turns in the air (0 = it does not turn until it lands); Gravity Scale, the gravity of this profile; Air Control, how strongly it can be steered in the air.
    • Play Rate on every jump animation: takeoff, Start Loop, Apex, Falling and landings, next to each Blend Time. With Anim Timed Launch, the takeoff stays in sync with the animation.
    • Land Heavy (Additive): a second additive impact for big falls, played instead of Land (Additive) above the Heavy Land Height, with its own settings.
    • The Enter transition (crouching down, standing up) also plays during the end of a Stop, as soon as the character no longer moves.
    • Jump list: a folded jump keeps its settings visible (Chain Window, Jump Z Velocity...); only its animations fold away.
    • The Yaw Offset Interp Speed setting of the Config panel is now called Rotation Speed: it is how fast the character turns towards the direction it moves in. Your values are kept.

    Fixed

    • Fixed the jump with only the Any column: while moving, Heavy Land never triggered and Land Anticipation had no effect.
    • Fixed crouching in the air: the capsule changed size during the jump, which made the character jump on screen.
    • Fixed the BP_CharacterLF (Character Factory): after a refused strafe, the strafe input got out of step and needed two presses.
  3. v1.5.0

    October 8, 2026

    Added

    • Heavy Land: a landing animation dedicated to big falls. It is set in each Land cell, next to the normal landing, and plays when the fall exceeds the chosen height (Heavy Land Height).

    Fixed

    • Weapon fix: the Equip tab had disappeared on a weapon that only brings its poses (closed link, or a cell set to The posture's legs).
    • Jump fix: an air jump triggered during the first jump’s takeoff cut the animation abruptly, with no blend.
  4. v1.4.0

    October 3, 2026

    Added

    • Transitions between states: a new Enter row (Forward and Strafe tabs) sets how the character arrives in a column of the Profiles table — a Blend Time used both standing and moving, and a clip played at a standstill (crouching down, standing up) that the player cuts short by moving or jumping. From transitions give a different clip and blend depending on the column the character comes from.

    Fixed

    • Aim fix: with an Aim Pose set to Replace, entering and leaving aim deformed the arms on some characters (Character Creator in particular), the end of the arms arriving ahead of the rest of the body. The whole body now moves together; the held pose is unchanged.
    • Fixed a Stop animation playing at game start before the player had moved.
    • Vehicle fix: a cell created in a column already set to Vehicle played walking instead of its Drive pose. Affected DataAssets are fixed automatically when opened.
  5. v1.3.0

    October 1, 2026

    Added

    • Brand-new mount/vehicle system: get on and off another actor (a mount, a vehicle...) with automatic transfer of possession, camera, aim and weapon — works in multiplayer, with an optional camera fade and exit point.
    • Animated mount/dismount, alongside the instant version: a real animation plays while mounting/dismounting, with automatic approach and control handed back at the right moment.
    • New `ResyncFacing` function: call it once after rotating the character yourself outside the plugin (a directed attack, a cutscene...) to avoid a visual snap or a phantom turn-in-place when normal movement resumes.
    • Character Factory: new Input Folder field to reuse an existing set of Input Actions/Input Mapping Context instead of duplicating one for every character.
    • Character Factory: the created Input Mapping Context now takes the character’s name, so it stays readable once you’ve made several characters.
    • Aim now has its own on/off switch, separate from the weapon’s — a weapon can vary its animations per stance while sharing one aim, or the other way around.

    Fixed

    • Fixed crouched speed: the walk/run/sprint settings had no effect while crouched.
    • Fixed packaged games: the character stayed frozen in its reference pose instead of playing its animations.
    • Fixed a game and editor crash with the `showdebug animation` console command.
    • Fixed aiming: only the All Gait cell of the Aim row played; the per-gait cells (Idle, Walk, Run, Sprint) were ignored.
  6. v1.2.0

    September 18, 2026

    Added

    • New Attach Weapon to Socket function (in `BP_CharacterLF`) to attach a weapon’s mesh to its socket at the right moment — simpler to reuse for your own character than a system with two separate meshes per weapon.

    Fixed

    • Fixed weapon display when drawing and sheathing in multiplayer (it wasn’t replicating correctly for other players).
    • Fixed animation-timed jump launch (Anim Timed Launch) with a custom takeoff curve: the clip could start too close to its end and seem not to play.
    • Fixed a display bug: the Anims tab showed the Body Layer row even when it wasn’t enabled in the Sections tab.
  7. v1.1.0

    September 17, 2026

    Added

    • Multiplayer: the whole locomotion system now syncs automatically between players — gait, direction, jumping, traversal (mantle, climb, hurdle, vault, catch), weapon equip and aiming. Nothing to configure.
    • Character Factory: crouch input is now set up automatically when creating a new character.
  8. v1.0.0

    August 26, 2026

    Added

    • First public release: gaits, starts, stops, strafe, jump, traversal, weapons and aiming.