EDIT: Apologies again. I found the answer literally a few minutes after posting question. Answer is at 10:00 mark on the training video. I was sure I had this setup as per the video, but I possibly changed the settings while game was paused
I have a Melee weapon, if I use it twice too quickly, the animation state gets stuck, with Slot0ItemStateIndex = 2 and Slot0ItemSubstateIndex = 2.
If you watch this video. At the end of the animation, the left hand snaps left. If I use the weapon before this happens this triggers the error.
I copied the Sword Item settings from the Demo for this Melee weapon.
If I turn off GamePlayInput and turn it back on again with the OnEnableGameplayInput event, then normal character control resumes.
EventHandler.ExecuteEvent(mainCharacter, "OnEnableGameplayInput", false);
I have been trying to work this out for several hours. It is tricky to follow what is happening because of the way events and scheduler control firing a weapon. Is there any doco that explains how this works?
Any help on what might be causing this, would be fantastic. I am really stuck on this one.
I have a Melee weapon, if I use it twice too quickly, the animation state gets stuck, with Slot0ItemStateIndex = 2 and Slot0ItemSubstateIndex = 2.
If you watch this video. At the end of the animation, the left hand snaps left. If I use the weapon before this happens this triggers the error.
I copied the Sword Item settings from the Demo for this Melee weapon.
If I turn off GamePlayInput and turn it back on again with the OnEnableGameplayInput event, then normal character control resumes.
EventHandler.ExecuteEvent(mainCharacter, "OnEnableGameplayInput", false);
I have been trying to work this out for several hours. It is tricky to follow what is happening because of the way events and scheduler control firing a weapon. Is there any doco that explains how this works?
Any help on what might be causing this, would be fantastic. I am really stuck on this one.
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