Page MenuHomeFeedback Tracker

BaseAnimationComponent not working on Attachments - Experimental
Assigned, NormalPublic

Description

Hi Geez, this is a "reminder" for Mario and Momo. We have already discussed the problem in Discord.

Build: Experimental 1.2.1.86

There is currently an error in "BaseItemAnimationComponent" when it is used on a WeaponAttachment.

If the attachment is already stored in the prefab (already mounted during INIT), the component works without problems.

However, if you mount the attachment from a storage to the weapon, the animation graph is not activated. This can only be fixed if the player changes the weapon or puts it on the ground and equips it again.

I am currently working with a workaround:

// This is a workground! Because AnimationGrapg from Attachments will not be activated! You need to requip the weapon
m_parentCharacter.GetCharacterController().TryEquipRightHandItem(m_owner, EEquipItemType.EEquipTypeUnarmedContextual, true);	
m_parentCharacter.GetCharacterController().TryEquipRightHandItem(m_owner, EEquipItemType.EEquipTypeWeapon, true);

After the weapon has been re-equipped, the animation graph of the attachments is also activated. It would be nice if you could improve this in the future so that the workaround is no longer necessary. Thanks

Details

Severity
Tweak
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
General
Steps To Reproduce

Use BaseItemAnimationComp on a WeaponAttachment and mount it from a Storage.

Event Timeline

R34P3R created this task.Oct 16 2024, 12:10 PM
Geez changed the task status from New to Assigned.Oct 21 2024, 3:39 PM