Quick Stop bug - not reading input correctly

visiblenoise

New member
I think there's a bug in QuickStop.cs - it overrides UseRawInput to be false, but when it checks the input in CanStartAbility(), m_CharacterLocomotion.RawInputVector is always used. It should probably be using m_CharacterLocomotion.InputVector and/or checking UseRawInput.

The issue was that it was not working with the Nav Mesh Agent Movement ability, which doesn't manipulate RawInputVector.


Sorry if this is fixed already, I'm on 2.4.4 and didn't see this mentioned in release notes since then.
 
Thanks, I'll take a closer look at this. I forgot why only QuickStop doesn't use the raw input when the other input abilities do.
 
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