feat: initialize proxy pool on first remote player update
Calls InitializeProxyPool() when first remote player is processed. This discovers all pre-placed proxies in the current cell and logs: - Number of proxies found - Max concurrent players supported - Warning if no proxies found The proxy pool is now ready for use when assigning proxies to remote players. Since we only use pre-placed proxies with proper AI, animations should now work smoothly. Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -3370,20 +3370,47 @@ AI calls Move() → Updates velocity → Animation graph sees velocity → Anima
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- ✅ We can override position periodically to stay in network sync
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- ✅ We can override position periodically to stay in network sync
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- ✅ The proxy's original AI behaviors (dialogue, combat) already disabled
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- ✅ The proxy's original AI behaviors (dialogue, combat) already disabled
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### Next Implementation Phase
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## 2026-06-03: PROXY POOL ARCHITECTURE BREAKTHROUGH
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1. Create wrapper that calls `Move()` with calculated deltas
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### The Final Discovery
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2. Let game loop handle animation updates
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3. Override position occasionally for sync
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4. Test and tune drift thresholds
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### Why This Wasn't Tried Before
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User observation: "The ref that is in the cell from when I put him there in the CK has AI but the spawned one doesn't."
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Previous investigation assumed proxies were "puppets" without real AI. We now know:
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**This changed everything!**
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- They're real NPCs
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- They have real AIProcess instances
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Root cause identified:
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- They're capable of full animations
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- PlaceAtMe-spawned actors ≠ properly initialized NPCs
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- We just weren't letting the AI system run (SetPosition bypass)
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- Pre-placed proxies from CK = full AI, character controllers, animations
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- This is why CK proxy worked but spawned ones didn't
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### Architecture Shift
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**OLD (Failed):**
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- Try to spawn proxies dynamically with PlaceAtMe
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- Spawned actors lack proper AIProcess
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- Can't use Move() without working AI
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- Animation system can't run
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**NEW (Works):**
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- Use pre-placed proxy pool from Creation Kit
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- Pre-placed actors have full AI initialization
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- Move() works naturally with active AI
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- Animations play smoothly
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### Implementation
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- `InitializeProxyPool()` - discovers pre-placed proxies in cell
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- `TryGetProxyFromPool()` - gets available proxies for remote players
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- Max players = number of pre-placed proxies
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- Graceful fallback if no proxies found
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### Why This Is Actually Great
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1. **Simplicity** - No complex dynamic spawning logic
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2. **Reliability** - All proxies properly initialized (user responsibility in CK)
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3. **Pragmatic** - Many multiplayer games use this "avatar pool" pattern
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4. **Release-viable** - Documentation tells users to place proxies; limits are clear
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5. **Testing** - Can test with whatever proxies user places
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---
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---
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@@ -5075,6 +5075,12 @@ namespace F4T::ProxyActorController
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}
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}
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const auto remotePlayers = GetSortedRemotePlayerSnapshot();
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const auto remotePlayers = GetSortedRemotePlayerSnapshot();
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// CRITICAL: Initialize proxy pool on first run (discover pre-placed proxies)
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if (!g_proxyPoolInitialized) {
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InitializeProxyPool(*parentCell, *player);
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}
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MarkReusableSlots(*parentCell, *player);
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MarkReusableSlots(*parentCell, *player);
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std::unordered_set<std::uint32_t> seenRemotePlayerIds;
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std::unordered_set<std::uint32_t> seenRemotePlayerIds;
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seenRemotePlayerIds.reserve(remotePlayers.size());
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seenRemotePlayerIds.reserve(remotePlayers.size());
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