Oh well, this fix actually leads to an error when we delete the trigger parent !
[Exception] MissingReferenceException: The object of type 'AC.AC_Trigger' has been destroyed but you are still trying to access it.Your script should either check if i…
I just took at the call stack, the second call just before the interact one had to have something to do with it. In the video I made yesterday the trigger was 20 units behind the player on the Z axis, but I still got the error when I moved the trigg…
When looking at the repro scene again today, I was unable to reproduce the issue myself :o
Nonetheless, I looked again at the call stack and found the root of the issue in AC_Trigger.CheckForPoint - specifically the ClosestPoint part. I asked Chat…
Hi, yes that was a good suggestion and I was able to reproduce the bug, I'll send you the scene file in DM. One thing I'll add here is that when looking at the issue again in my main project, I deleted a bunch of triggers and objects in the scene, a…
For anyone reading this and having the same issue : Chris pointed out that this was because of the Subtitles toggle in the in-game Options menu, which was set to false.
Hello, allow me to share two simple fixes for those rotation issues ! First of all, when using a control scheme like the Combat one, we need to use the Tank Controls Direct movement type in the Movement section of the Settings tab. It makes sense wh…
After narrowing down the issue to UCC's Player Input's Smoothed Look Vector Mode returning non-zero values when switching back to it from Manual, I got a better understanding of the Smooth Look Buffer and found a simple way to clear it, which solves…
Hello, here's one more video showing the horizontal look vector from Player Input not being zero when the cutscene ends :
https://youtu.be/G0weS8Hazws?si=O1-TrHu8ZU6sdWkL
I cannot pretend to understand all of the subtleties of UCC's and AC's input…
Hi, I'm not so sure of that, allow me to share this new video :
https://youtu.be/lQkmgrzDU1A?si=PMf3TIcOi_I5bRdj
And a link to the Opsive forum thread :
https://opsive.com/forum/index.php?threads/ac-ucc-character-rotation-issue-on-cutscene-start.…
Sorry, but I'm gonna have to ask you to delve back into it again ! The character still gets rotated if he's moving when the cutscene begins, and when setting Control Camera During Cutscenes to false, the vertical rotation value of the camera seems t…
Hey, I had to redownload the integration from Edge instead of Firefox which I'm usually using, I believe this isn't the first time I'm having this issue :0
Anyway, I gave it another try after getting the updated package, and while the issue doesn't…
I'm using UCC 3.1.2r1, AC 1.81.6, and Unity 2022.3.41f1. I searched that line with ctrl+f in Visual Studio but did not find it. I made sure to wait a few hours before redownloading the package from the AC website, so may I ask if you're sure that yo…
Hi, thank you for looking into this, but I downloaded the package from the AC website again and the issue is still there, here's a quick video : https://youtu.be/vJelJwBhJkw?si=_vRYqoNHxligxxBn
Hope you can take another look, thanks. And let me kno…
Ah I see, indeed I don't have a player prefab assigned, it's already dragged into the scene for all my levels.
Alright, that makes sense, I just won't use that Is Player bool in the future. Thank you !
Hi, thank you so much for this answer ! I just have to disagree with how the ActionSpeechID sets the runtimeSpeaker to null and instead either gets the player or uses GetCharacterWithName - this only works if we've got one specific character with a …