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Stance not effecting weapon animation selection on modded and vanilla weapons.
Assigned, NormalPublic

Description

After animating a custom launcher which files are based entirely on the RPG without any editing; the players stance is not effecting what weapon.asi animation is being played and it is defaulting to the Erc/Standing animations of respective actions, most notably anything related to reloading. Upon testing it turns out to also be happening on the RPG itself, the M16 and PKM. I should note, it is playing the player.asi animations absolutely fine, it is just an issue with weapon animations specifically.

Following the live debug, you can watch the animation graph go down the Erc path (route? tree?) and thus play the Erc animation. Checking the RPG's graph, the "Pne" node in "State Machine 1" has the start condition "Stance == 2" which to my knowledge is for prone.

This problem is quite major for reloads that are bespoke made per stance like in the instance of the launcher I'm making. Currently if this isn't solve-able, I will have to completely change the prone animation and also alter the standing in order for the standing weapon animations to work in prone.

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 11 x64
Category
General
Steps To Reproduce
  • Open Tools, animation editor and world tools.
  • Load RPG animation workspace and place RPG in world editor to equip and test.
  • Attach live debug to weapon.
  • Go prone and fire RPG.
  • Reload whilst prone.
  • Go back to the animation editor and detach.
  • Play the live debug and the animation graph should go down the 'Erc' tree/path nodes despite being reloaded in prone.
  • It may not be noticeable on the RPG as for the weapon.asi animation, nothing changes save for it being 10 frames shorter in prone.
Additional Information

Video demonstration, sorry its a little long!
Video

Event Timeline

Geez changed the task status from New to Assigned.Jul 15 2024, 1:53 PM

Hi Geez, has there been any development on this?

It massively restricts animations for launchers on any modded weaponry.

R34P3R added a subscriber: R34P3R.Aug 30 2024, 9:29 AM

Did you try to bind the Variable "Stance" to the WeaponAnimationComponent?

I did and it was still no dice.

It's an issue present on vanilla launchers too.

@Geez Can this be closed?

Its not an error and it will forever remain on here as a testament to the concentrated stupid that I can generate.