The Item cannot be stopped because of module

kuzeykirklar

New member
Hello, gurus
I have a question. I wanted to add new weapon for shovel. I added animations. When I switch to the item idle works fine. Also after press Fire1 button animation works and problem starts there. Use ability stuck in the same index and i can't get out of animator. Also inventory stuck because of the problem.
Debug says:
[414][ShovelItem] : The Item cannot be stopped because of module [0] Simple (1).
UnityEngine.Debug:Log (object,UnityEngine.Object)

Also i attached my setup so you can understand the situation better.
 

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Animator parameters looks like this
 

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If the simple trigger is stuck and cannot stop, then that means the item action never completed.
Can you double check your completion parameters?

If you are using an animation event for use complete makes sure it doesn't happen before use event.
1738572368149.png

Can I ask you why you have it set as selector Matching Recoil?
If you were to set the default values like so, does it work or does it still get stuck? (This is from the assault rifle Melee attack action triggered using "b" if you want to compare with your setup)

1738571823569.png

Btw if you set the "CanStopIfInputStop" value to true then you can force it to stop if the input is no longer pressed. Even before the action is completely finished.
 
I used Matching Recoil just to try. The default one also did not work. I can try "CanStopIfInputStop". I will let you know the result.
 
Hi, I want to join this talk because I have a similar problem.

[51][Flesh_Boar_Weapon] : The Item cannot be stopped because of module [0] SimpleCombo (2, 3).

The character is beeing controlled by Behavior Editor Pro and uses the integration package to do item usage tasks. This does work as expected as the equipped weapon's MeleeAction is beeing executed. I can see the correct animation parameter but after the animation ends nothing is happening. What I see is that the substate index has gone back to 0 but the state index stuck at 2.

I made sure that the completion settings are correct. I am using animation events and the AnimatorMonitor does receive these events. Please see the attached images of debugging information. The weapon also received this event.

UseCompleteEvent with duration did not work for my case.

Additional information: I am using the UIS + UCC integration package. This MAY cause issues but I have a completly working setup for my main character. This is a generic boar NPC.
 

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If you are using a generic character then did you setup the Animator substate parameters 2 and 3? My guess is that these transitions are not setup correctly and causing the module to timeout.
 
I did setup the animator the same way I did with the humanoid character where everything is working. This is the animator of the generic character.

The state index 2 is correct because of the use ability. Substate parameter 2 and 3 are correct because of the weapon combo.

Setting the UseEvent to false and using a delay does not work. This way the animator should not be responsable for the timeout in general.

Thanks :)
 

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I know you said that you disabled Use Complete, but if you disable the animation event on both the Use and Use Complete triggers does it then work? This may give some clue into that the animation event timing was off compared to when it is expected.
 
I guess that this screenshot does contain all informations that you need. I disabled the event usage for the weapon. I made sure to select the currently active weapon for the npc. The weapon has been used, the animation played. I did not remove the animation events but as you see the events should automatically fired after 200ms.

Additionally the Stop Use Ability On Complete Delay is set to 0, Use Rate is set to 1

I'll try to create a new project with this issue so that you can see the problem for yourself. If I did not manage to succeed I'll try to find any differences in the setup but I already did that with the player character where everything is working out fine.
 

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I was able to reproduce the problem in a new project. While doing this I was also able to reproduce the problem related to https://opsive.com/forum/index.php?...haracter-collider-direction.11809/#post-56980

I'll send this project to the support email address with some details about the scene.

Additionally I was able to at least find a solution to fix the problem related to the module beeing unable to stop. Setting "Stop Use Ability On Complete Delay" to a value greater than 0 (even 0.001 will do) removes the problem in the test project. A value of 0 will cause the problem.
 
Thanks, looks like it was a race condition. Within UsableAction.ItemUseComplete move InvokeOnModulesWithType to be above the StopUseAbilityOnCompleteDelay condition:

Code:
            InvokeOnModulesWithType<IModuleItemUseComplete>(module => module.ItemUseComplete());

            if (m_StopUseAbilityOnCompleteDelay == 0) {
This will ensure the logic is run at the appropriate time.
 
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