I mean in the sense that those assets have their own way of doing things and are usually limited to e.g idle/patrol, combat, die. There isn't much scope for world interaction or player interaction for that matter. With AC you can do anything with NP…
On this topic, some kind Adventure Creator NPC visual state machine using AC's actions would be amazing, you can already kind of see it with action list assets referencing each other, but doing anything complex will soon become messy that way, and c…
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Yes, I tried Update and Late Update with the same result, most noticeable when the character is running with root motion animation (via direct control). That said, I realised I have Final IK on my character, so that's highly likely to have p…
Understood. So how do we assign inputs so they appear in the Rebindings menu? I made some new active inputs but they don't appear as options to rebind, I'm assuming there is some extra step that I've missed. Do we just drag and drop from the Control…
Also, I have made sure the project's active input handling is set to use only the new input system. I have not yet added CursorHorizontal (or vertical) input, yet it already works when testing out the first person camera? Is it because it is already…
Ah, yes it is finding the material and printing it in the console. Also I tried using different Surfaces & Materials than I was using before and it is correctly changing the sounds as intended.
However, I have one material called "_Metal_S…
No luck I'm afraid, I removed the underscores from the Surfaces (but left them on the physics materials) but the same sounds keep playing.
Also the instructions say the physics material should end (though I think it means start) with a "_"…
The Wait action is between an object: teleport action and an object: animate action.
The Trigger is set to OnEnter. I have run the action during gameplay without using the trigger and the result is the same.
Ah, I somehow missed that option. I disabled Place distant Hotspots on separate layer? as I didn't actually need that functionality (I'm using Direct-Control with a HS detector), and that's solved it.
It was odd though as my player character was ri…