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Copyright © MartinWJ.2024-2025.All Right Reserved.
Fab Link (Full Version): https://www.fab.com/en-us/listings/643ae212-8cfe-4238-bb56-c414f9e8feb5
Fab Link (Base Version): https://www.fab.com/listings/78f9ecf7-9da9-41c3-8520-3b841042421e
Video Tutorials1 (SLS Version Update Tutorials): https://www.youtube.com/watch?v=4numsNVuJac&list=PLRoJgLlw5RyM63jyP3FjIlsz1zrrjbgmx
Video Tutorials2 (SLS Base Locomotion Tutorials): https://www.youtube.com/watch?v=JLYyLXfKHic&list=PLRoJgLlw5RyOy-LvbiVbOtFKquCPjozlr
Video Tutorials3 (SLS Integration Into The Third Person Template): https://www.youtube.com/watch?v=YiSH8JuIQq0&list=PLRoJgLlw5RyM-awfmz9WBTPcDmb6xXplw
Chinese Documentation Link: https://magicsgames.notion.site/25a17310d384802fa8ebccc5096e861e?source=copy_link
Discord Support: Discord
Features
- Data-Based: All configuration data for the Smooth Motion system (Configuration Editor) is structured, not instantiated UObjects, maximizing performance.
- Data Configuration Editor: You can flexibly and intuitively configure the data you need, rather than editing it from a large amount of data in the Details panel.
- Scope: Supports UE4, UE5, and UEFN skeletons by default. It also works with any humanoid skeleton.
- Easy Integration: Simply change the character motion component class, integrate with a single integration component and animation Blueprint. This non-invasive integration eliminates the need to modify your existing character parent class. (Everything is component-based.)
- Easy to Use: All motion control and animation settings are centrally configured as data assets. Simple API calls allow dynamic updates of motion control logic and animation assets at runtime.
- No need to modify any animation sequences: Simply configure them in a data set, save (for MotionSets, you need to click three buttons and save the associated animations), and you're done! It's that easy.
- Easy Extensibility: SLS uses an animation layer interface, allowing you to customize animation layers and their settings via Blueprints/C++ and seamlessly replace them at runtime.
- Highly Adaptable: SLS uses Animation Blueprint templates, which are compatible with any humanoid skeleton and offer a flexible data configuration structure. Most animation packages in the marketplace can be used directly, and you can also create non-existent animations using the Masking system. Each new character animation package is simply a new data asset.