fix: eliminate frequent SetPosition calls that break AI
BREAKTHROUGH INSIGHT: The user reported: AI goes aggressive then immediately returns to neutral. This matches the symptom of SetPosition() breaking the character controller. ROOT CAUSE: - We were calling SetPosition() every 500ms - SetPosition() bypasses character controller → kills all movement - Between SetPosition calls, Move() had to re-establish control - This constant switching BREAKS the AI's ability to function THE FIX: - ONLY use SetPosition() for emergencies (drift > 300 units OR > 2 seconds) - Always use Move() with small, bounded deltas (max 50 units/frame) - This lets the character controller and AI run continuously - AI can now maintain state and play animations properly CRITICAL CHANGES: 1. Emergency thresholds: 300 unit drift OR 2 second timeout (not 200/500ms) 2. Normal movement: Use Move() with small incremental deltas 3. Never SetPosition during normal gameplay 4. SetPosition only as emergency correction EXPECTED RESULT: - ✅ Smooth continuous movement (no more jerky jumps) - ✅ AI stays active (can get aggro and respond naturally) - ✅ Proper animations (velocity continuous, not reset every 500ms) - ✅ Network sync maintained (emergency corrections prevent drift) Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -3387,6 +3387,56 @@ Previous investigation assumed proxies were "puppets" without real AI. We now kn
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## 2026-06-03: CRITICAL FIX - Call Move() EVERY FRAME
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### The Problem Found
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Test showed proxy was moving in jerky jumps every 300ms (only when SetPosition was called). **The proxy wasn't moving smoothly between syncs!**
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**Root Cause:** We were assuming the AI would naturally call Move() if we just didn't call SetPosition(). **Wrong!** The AI doesn't automatically drive movement on PlaceAtMe proxies. We have to call `Move()` ourselves.
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### The Fix ✅
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**Call Move() EVERY FRAME** with the calculated delta to target position!
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```cpp
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RE::NiPoint3 deltaPos = a_nextPosition - a_proxy.GetPosition();
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a_proxy.Move(0.016F, deltaPos, true); // Every frame!
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```
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**Why this works:**
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- Move() updates character controller velocity every frame
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- Velocity is what the animation graph actually evaluates
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- SetPosition() every 500ms corrects accumulated position error
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- Result: Smooth movement + animations!
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### New Strategy
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```
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Every game frame:
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1. Call Move(0.016F, deltaPos, true) to update velocity
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→ Smooth movement
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→ Animation graph sees velocity → plays walk/run anims
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Every 500ms:
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2. Call SetPosition() to correct position
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→ Prevents drift from network target
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→ Maintains sync accuracy
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```
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### Updated Implementation
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- Modified ApplyRuntimeProxyTransform() to call Move() every frame
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- Increased sync interval to 500ms (less frequent position overrides)
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- Increased drift threshold to 200 units (tolerate more drift between syncs)
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**Expected Result:**
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- ✅ Smooth continuous movement (not jerky)
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- ✅ Proper animations (from velocity updates)
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- ✅ Network synchronized (SetPosition every 500ms)
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---
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## 2026-06-03: HYBRID MOVEMENT IMPLEMENTATION - Animations Now Enabled
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### Implementation Complete ✅
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