Puppet Master - UCC

dumbgamedev

New member
Yup, another post about puppet master(PM) and UCC.

I am using PM with UCC, third person view and nav mesh agent.

I have the common snapping problem. When the character falls and gets back up, he snaps back to position (to the UCC), which is inevitably a distance away.

Unfortunately, have been hacking at this for a few days without a solution.

Steps I have taken:

1. Stop navmesh agent movement ability on fall (and restart later on getup).
2. Set navmesh agent is stopped.
3. Tried to manually set the m_NavMeshAgent.Warp(PM_Bone.position);
during fall, getup and update. Makes no difference.
4. Hijacked the agent movement ability and made OnDeath and OnRespawn public, and called them on PM fall and Getup.

None of these things have helped. While the navmesh agent pos stops moving, it is not in the correct pos of the fallen character. At a loss of how to move the animator/agent pos to match the PM position.
 

Attachments

  • PM-Opsive.png
    PM-Opsive.png
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I've been working with Partel on an integration but we haven't completed it yet. I was getting an error related to the PuppetMaster execution order and haven't gotten past that yet. Unfortunately you are probably further than we are right now.
 
Its not an elegant solution, but I have the opsive controller gameobject disabled on start. I then just do a simple invoke 0.1f later to enable it. It works at least. This gives PM a chance to start first.
 
Just happened recently:

 
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