Changelog — Locomotion Framework
What changed, version by version.
v1.2.0
September 18, 2026Added
- 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.
v1.1.0
September 17, 2026Added
- 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.
v1.0.0
August 26, 2026Added
- First public release: gaits, starts, stops, strafe, jump, traversal, weapons and aiming.