Hey guys, I'm working on a project with UMA2 and AC.
UMA2 generates characther model at run time, but Adventure Creator needs that player be set as prefab on scene begin. Well, I'm setting a player prefab with just the basic AC needs on the scene begin and also generating the UMA characther as a player child.
The problem is that while the changes on parameters affect the player animator, his UMA characther son, that haves the same animator controller, is not sharing the same state of his parent. I tried this code that doesn't solve the problem, but that can give you an idea of what I'm up to.

One of the possible solutions could be create a prefab for the UMA characther and use switch characther action. In this case, I can't, the game will have a screen to generate chracthers and there is no way to do a prefab logic with things being created at runtime.
So I need something that makes the UMA characther receive the same animator parameters changes that player haves during input.
Thanks in advance.
Comments
Another thing you could try is to do without runtime-instanciation of your Player prefab, and just rely on local Player objects in your scene. While AC will normally load in whatever Player you've assigned in your Settings Manager when your game begins, it will always look to see if there's a local Player in the scene beforehand.
This allows you to override your prefabbed Player for specific scenes, but if you have a local Player in each of your game's scenes, you can do without an instantiated Player prefab entirely.