I have a scene set up with one enemy and one player in third person. The player is armed with a sword and the enemy is controlled by BD and simply set to wander. After I kill the enemy, upon it respawning I get the following error:
NullReferenceException: Object reference not set to an instance of an object
Opsive.UltimateCharacterController.Character.AnimatorMonitor.SetItemStateIndexParameter (Int32 slotID, Int32 value) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/AnimatorMonitor.cs:806)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion.UpdateItemAbilityAnimatorParameters (Boolean immediateUpdate) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1193)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion.OnImmediateTransformChange (Boolean snapAnimator) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1913)
Opsive.UltimateCharacterController.Events.InvokableAction`1[System.Boolean].Invoke (Boolean arg1) (at Assets/Opsive/UltimateCharacterController/Scripts/Events/InvokableAction.cs:87)
Opsive.UltimateCharacterController.Events.EventHandler.ExecuteEvent[Boolean] (System.Object obj, System.String eventName, Boolean arg1) (at Assets/Opsive/UltimateCharacterController/Scripts/Events/EventHandler.cs:392)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion.SetPositionAndRotation (Vector3 position, Quaternion rotation, Boolean snapAnimator) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1716)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion.SetPositionAndRotation (Vector3 position, Quaternion rotation) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1685)
Opsive.UltimateCharacterController.Traits.Respawner.Respawn () (at Assets/Opsive/UltimateCharacterController/Scripts/Traits/Respawner.cs:142)
Opsive.UltimateCharacterController.Traits.CharacterRespawner.Respawn () (at Assets/Opsive/UltimateCharacterController/Scripts/Traits/CharacterRespawner.cs:36)
Opsive.UltimateCharacterController.Game.ScheduledEvent.Invoke () (at Assets/Opsive/UltimateCharacterController/Scripts/Game/Scheduler.cs:80)
Opsive.UltimateCharacterController.Game.Scheduler.Invoke (Opsive.UltimateCharacterController.Game.ScheduledEventBase scheduledEvent, Int32 index) (at Assets/Opsive/UltimateCharacterController/Scripts/Game/Scheduler.cs:657)
Opsive.UltimateCharacterController.Game.Scheduler.Update () (at Assets/Opsive/UltimateCharacterController/Scripts/Game/Scheduler.cs:308)
The enemy continues to behave normally except I can't kill it after it respawns. I'm using the current version of BD and UCC as well as Unity 2018.2.11f1.
NullReferenceException: Object reference not set to an instance of an object
Opsive.UltimateCharacterController.Character.AnimatorMonitor.SetItemStateIndexParameter (Int32 slotID, Int32 value) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/AnimatorMonitor.cs:806)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion.UpdateItemAbilityAnimatorParameters (Boolean immediateUpdate) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1193)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion.OnImmediateTransformChange (Boolean snapAnimator) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1913)
Opsive.UltimateCharacterController.Events.InvokableAction`1[System.Boolean].Invoke (Boolean arg1) (at Assets/Opsive/UltimateCharacterController/Scripts/Events/InvokableAction.cs:87)
Opsive.UltimateCharacterController.Events.EventHandler.ExecuteEvent[Boolean] (System.Object obj, System.String eventName, Boolean arg1) (at Assets/Opsive/UltimateCharacterController/Scripts/Events/EventHandler.cs:392)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion.SetPositionAndRotation (Vector3 position, Quaternion rotation, Boolean snapAnimator) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1716)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion.SetPositionAndRotation (Vector3 position, Quaternion rotation) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1685)
Opsive.UltimateCharacterController.Traits.Respawner.Respawn () (at Assets/Opsive/UltimateCharacterController/Scripts/Traits/Respawner.cs:142)
Opsive.UltimateCharacterController.Traits.CharacterRespawner.Respawn () (at Assets/Opsive/UltimateCharacterController/Scripts/Traits/CharacterRespawner.cs:36)
Opsive.UltimateCharacterController.Game.ScheduledEvent.Invoke () (at Assets/Opsive/UltimateCharacterController/Scripts/Game/Scheduler.cs:80)
Opsive.UltimateCharacterController.Game.Scheduler.Invoke (Opsive.UltimateCharacterController.Game.ScheduledEventBase scheduledEvent, Int32 index) (at Assets/Opsive/UltimateCharacterController/Scripts/Game/Scheduler.cs:657)
Opsive.UltimateCharacterController.Game.Scheduler.Update () (at Assets/Opsive/UltimateCharacterController/Scripts/Game/Scheduler.cs:308)
The enemy continues to behave normally except I can't kill it after it respawns. I'm using the current version of BD and UCC as well as Unity 2018.2.11f1.