PixPoly

Changelog — Locomotion Framework

What changed, version by version.

  1. 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.
  2. 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.
  3. v1.0.0

    August 26, 2026

    Added

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