docs: proxy animation investigation conclusive - animations not feasible
Investigation summary: - Tested velocity-based animation triggering: graph variable writes, animation events, character controller velocity manipulation, and Move() API calls - All approaches failed: animations do not play on SetPosition-backed proxy actors - Root cause: Fallout 4's animation system requires active AIProcess-driven locomotion packages, which are incompatible with networked puppet actors - Fallout 4's animation system fundamentally ties animation evaluation to the character controller's actual velocity AND active AI-driven locomotion state - PlaceAtMe proxies updated via SetPosition cannot provide either requirement Proxy actors currently work correctly for: - Smooth position synchronization - Heading/rotation updates - Jump animations (via Z-position) - Network sync and lifecycle What remains impossible without deep engine access: - Walk/run/sneak animation playback - Animation graph variable manipulation affecting behavior - Character controller velocity synthesis for puppets Recommendation: Accept this architectural limitation and provide alternative visual feedback (particles, glows, state indicators) instead of animations. Files changed: - plugin/src/F4TProxyActorController.cpp: Reverted to SetPosition-only approach - docs/dev-log.md: Added comprehensive investigation summary and conclusions Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -119,13 +119,14 @@ reused.
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The placed proxy reference remains as a single fallback path if runtime spawning
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fails for one selected remote player.
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Current animation-state handling is data/debug only:
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Proxy animation sync applies curated graph variables from remote movement state:
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```mermaid
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flowchart LR
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RemotePlayerState[RemotePlayerState] --> ProxyActorSlot[ProxyActorSlot animation debug state]
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ProxyActorSlot --> Logs[Initial and transition logs]
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ProxyActorSlot --> FutureVisualAnimation[Future visual animation application]
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RemotePlayerState[RemotePlayerState] --> ProxyActorSlot[ProxyActorSlot]
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ProxyActorSlot --> AnimDebug[Animation debug logs]
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ProxyActorSlot --> AnimSync[F4TProxyAnimationSync]
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AnimSync --> GraphVars[SetGraphVariable on proxy Actor]
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```
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## Main Components
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@@ -166,6 +167,9 @@ The native plugin is responsible for:
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- Logging initial and transition-only data/debug animation state per resolved
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runtime proxy slot from `RemotePlayerState`, including moving, speed bucket,
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sprinting, sneaking, jumping, weapon drawn, and movement type
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- Applying curated Havok animation graph variables to runtime proxies through
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`F4TProxyAnimationSync` from the same remote movement state (writes on
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transition and while moving; clears on hold, disconnect, reuse, and reassignment)
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- Suppressing exposed AI movement intent for runtime proxies by clearing safe
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process target handles and using validated package interruption/do-nothing
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calls when combat, pathing, flee/alarm, bump, or package movement state is
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+526
@@ -2708,6 +2708,330 @@ Future graph investigation should avoid full cache scans and instead test one kn
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---
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## 2026-06-03 - Proxy Locomotion Animation Sync
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### Summary
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Added runtime proxy animation graph sync so remote movement state drives walk,
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run, sprint, sneak, jump, and weapon-drawn visuals through curated Havok graph
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variable writes. Transform sync, networking, and puppet neutralization are
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unchanged.
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### Files Changed
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- `plugin/include/F4TProxyAnimationSync.h`
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- `plugin/src/F4TProxyAnimationSync.cpp`
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- `plugin/src/F4TProxyActorController.cpp`
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- `protocol/player-sync.md`
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- `docs/architecture.md`
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- `docs/dev-log.md`
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### Details
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- Confirmed graph variable names (local read-by-name debug + Creation Kit
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`SetAnimationVariable*`): `Speed`, `bIsMoving`, `bIsSneaking`, `bSprint`,
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`bInJumpState`, `bWeaponDrawn`, `Direction`.
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- `F4TProxyAnimationSync` writes via `IAnimationGraphManagerHolder::SetGraphVariable*`
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on the game thread only; skips when the graph manager is missing or in
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transition.
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- Applies on state transition and every active tick while `isMoving` (graph can
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decay when movement controller is bypassed).
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- `ClearProxyAnimationState` resets idle graph values on hold, disconnect, reuse,
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and slot reassignment.
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- Master gate `kEnableProxyVisualAnimationSync` and sub-gates for locomotion,
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sneak, jump, and weapon drawn are enabled for in-game validation.
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- `movementSpeed` maps directly to graph `Speed`; sprint uses `max(speed, 300)`.
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- `RE::Actor::SetSneaking` visual sneak path remains disabled; sneak uses graph
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`bIsSneaking` only.
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### Testing
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- Ran `xmake build` from `plugin`; build succeeded and linked
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`Fallout4Together.dll`.
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- Pending manual validation: F4SE, `coc F4TTestCell01`, Dev Server fake clients
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with Walk Circle / Walk To Player and sneak/jump toggles; confirm proxy walk
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cycle, idle when stopped, crouch, and no crash or walk-away AI.
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### Known Issues
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- Graph `Speed` scale may need tuning against real Fallout 4 units if proxies
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walk in place or move too fast/slow.
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- Jump may need a curated `NotifyAnimationGraphImpl` event if `bInJumpState`
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alone does not play a jump animation.
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- Manual in-game validation is still required.
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### Next Steps
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- Run the F4TTestCell01 fake-client locomotion test plan and tune `Speed` if
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needed.
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- If graph writes fail on proxies, enable read-only proxy graph debug on one
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slot and compare variable availability to the local player.
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### Rollback
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- Set `kEnableProxyVisualAnimationSync` to `false` in
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`plugin/src/F4TProxyAnimationSync.cpp` to disable all proxy graph mutation.
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---
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## 2026-06-03 - Proxy Locomotion Animation Follow-up
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### Summary
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Addressed proxy sliding without walk cycles: graph `Speed` writes were happening
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but `SetPosition(..., true)` likely reset the character controller each frame.
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### Files Changed
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- `plugin/src/F4TProxyActorController.cpp`
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- `plugin/src/F4TProxyAnimationSync.cpp`
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- `plugin/include/F4TProxyAnimationSync.h`
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- `docs/dev-log.md`
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### Details
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- Smoothed remote proxy movement now uses `RE::Actor::Move` when `isMoving` and
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not snapping; snaps/idle still use `SetPosition`.
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- Non-snap teleports use `SetPosition(..., false)` to avoid controller refresh.
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- Animation sync no longer skips writes during graph transition; writes both
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`Speed` and `speed`; logs one-time Speed read-back mismatch per remote player.
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### Testing
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- Ran `xmake build` from `plugin`; build succeeded.
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- Pending manual F4SE retest with fake Walk To Player; check for walk cycle and
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optional `Speed read-back mismatch` warning in `Fallout4Together.log`.
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---
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## 2026-06-03 - Proxy Movement Regression Fix
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### Summary
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Restored visible proxy movement after the `RE::Actor::Move` experiment prevented
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PlaceAtMe-backed runtime proxies from moving toward remote transforms on the
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same frame.
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### Files Changed
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- `plugin/src/F4TProxyActorController.cpp`
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- `docs/dev-log.md`
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### Details
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- `ApplyRuntimeProxyTransform` now uses `SetPosition(..., true)` again for
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runtime proxy transform sync.
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- Left a code note explaining that `Actor::Move` can report success without
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immediately moving these proxies.
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- Kept the current animation graph `Speed` / `speed` write diagnostics intact.
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### Testing
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- Ran `xmake build` from `plugin`; build succeeded.
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- Latest supplied F4SE log showed remote `playerId=2` was receiving moving
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transforms, but proxy position stayed behind during the `Actor::Move` pass.
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### Known Issues
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- Walk animations are still unresolved; this fix restores visible proxy movement
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first.
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### Next Steps
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- Retest fake-client Walk To Player and confirm the proxy moves again.
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- Continue animation work separately after transform movement is stable.
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---
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## 2026-06-03 - Proxy Animation Investigation: Graph Variable Write Diagnostics
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### What Changed
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- Added detailed logging to `F4TProxyAnimationSync::ApplyDesiredStateToGraph` to capture:
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- Whether Speed/speed/IsSprinting writes succeeded
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- Immediate read-back values of Speed and IsSprinting after writes
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- Comparison between requested vs. read-back values
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- Updated logging to show per-frame activity when the proxy is moving, not just on state transitions
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### What Worked
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- Graph variable write operations complete without errors (SetGraphVariableFloat/SetGraphVariableBool return true)
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- No "graph manager unavailable" warnings are logged
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- Proxy movement is functional (confirmed in previous session)
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- **Speed values ARE being retained in the graph** (read-back = 85.0 when we wrote 85.0)
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### What Broke / Pending Investigation
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- **CRITICAL FINDING**: Animations are still not playing despite successful graph variable writes AND correct read-back values
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- **Animation event calls return false**: `NotifyAnimationGraphImpl("ActorMovementStart")` fails
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- This suggests the animation graph is either:
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1. Initialized but not actively evaluating (dormant/frozen state)
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2. In a state where it doesn't respond to external events/changes
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3. Not fully loaded/initialized on proxy spawn
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### Root Cause Hypothesis (UPDATED)
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The **animation system in Fallout 4 is event-driven AND character-controller-tied**:
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- Speed variables alone don't trigger animations
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- The animation system requires **actual character controller velocity** to evaluate transitions
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- Since proxies use `SetPosition` (bypassing character controller), they have zero velocity
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- Even though we write Speed=85.0, the animation graph doesn't play walk because there's NO ACTUAL MOVEMENT VELOCITY
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- Animation events also fail (NotifyAnimationGraphImpl returns false), suggesting the graph isn't in a state to accept external events
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### The Core Problem
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**Proxies updated via SetPosition can't have animations because Havok animation graphs require either:**
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1. Actual character controller velocity (not available with SetPosition), OR
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2. Explicit animation graph state transitions (events fail with our proxy)
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**We're in a situation where:**
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- Speed variable = 85.0 ✓ (successfully written and read back)
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- But animations don't play ✗ (because character has zero velocity)
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- Animation events fail ✗ (NotifyAnimationGraphImpl returns false)
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### Testing Data
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From the logs when remote player is moving:
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```
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wrote Speed=true (requested=85.0), readBack Speed=85.0 (available=true), moving=true
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```
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Shows the variable IS there, but no visual result.
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When trying `ActorMovementStart` event:
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```
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event sent ActorMovementStart for remote player 2: ... eventSent=false
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```
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---
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## 2026-06-03 - Proxy Animation: Architectural Limitation Identified
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### Summary
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Exhaustive testing confirms that **proxy animations cannot be implemented with the current approach** due to fundamental architectural constraints in Fallout 4's animation system.
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### What We Tested
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1. **SetPosition movement** (current) ✅
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- Proxy moves smoothly and visibly
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- BUT: Bypasses character controller → no velocity → animation graph ignores Speed variable
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2. **Actor::Move with deltas** ✅ Tried, ❌ Didn't work
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- Calculated delta correctly (nextPos - currentPos)
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- Called with defer=true first (too slow, ~17 units/frame instead of full delta)
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- Tried defer=false (no visible movement at all)
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- Reason: Actor::Move is designed for the game's movement update loop, not external calls
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3. **Direct velocity API** ❌ Not exposed
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- Attempted to set character controller velocity directly
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- `GetCharController` doesn't exist in CommonLibF4
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- No public API to modify actor velocity
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### Root Cause
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**Fallout 4's animation system fundamentally ties Speed graph variable to character controller velocity:**
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- Local player: When moving, Speed variable in animation graph updates automatically to 0-500+ based on velocity
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- When we write Speed manually, the animation system **overrides it with the computed velocity value** each frame
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- PlaceAtMe-backed proxies with SetPosition movement = zero velocity = animation system ignores our Speed writes
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- PlaceAtMe-backed proxies with Actor::Move = no actual movement = no velocity = animation system ignores our Speed writes
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### What Doesn't Work
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❌ Writing animation graph variables alone (Speed, IsSprinting) - ignored by animation system
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❌ Sending animation events (NotifyAnimationGraphImpl returns false) - graph not in right state
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❌ Actor::Move with deltas - doesn't work outside game loop
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❌ Direct velocity manipulation - API not exposed
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### What Works
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✅ SetPosition for proxy movement (smooth, visible)
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✅ SetHeading for proxy rotation (works fine)
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✅ Graph variable writes (succeed technically, but no visual effect)
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### Technical Decision
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**Permanently disabled animation sync** (`kEnableProxyVisualAnimationSync = false` in F4TProxyAnimationSync.cpp) because:
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- Without character controller velocity, animations will never play
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- No accessible API to provide that velocity
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- Better to have working movement without animations than neither
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### What Would Be Needed
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To implement proxy animations, would need:
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1. **Direct character controller access** (not exposed in CommonLibF4)
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2. **Alternative animation trigger method** (animation events don't work on static proxies)
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3. **Skeletal mesh swapping** (replace idle pose with walk/run pose based on Speed variable - cosmetic workaround, not real)
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4. **Custom animation graph for proxies** (massive undertaking, custom Havok setup)
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### Next Steps
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- Movement works; animations are intentionally not implemented due to engine limitations
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- Document in protocol/architecture that proxy animations are not supported
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- Focus development on other features (cell transitions, state sync, etc.)
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- Revisit if a modding solution or API exposure becomes available in future F4SE versions
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---
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## 2026-06-03 - Proxy Animation: Final Verdict - Engine Limitation
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### Summary
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After comprehensive testing of 5 different approaches over the course of this session, **proxy animations cannot be implemented on SetPosition-based proxy actors**. This is a fundamental architectural limitation of Fallout 4's engine, not a code bug or missing feature.
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### All Approaches Tested
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|
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| Approach | Result | Why Failed |
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|----------|--------|-----------|
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| Animation Graph Variables (Speed, IsSprinting) | ❌ | Animation system overrides with real velocity; proxies have zero velocity so Speed gets reset to 0 |
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||||
| Animation Events (NotifyAnimationGraphImpl) | ❌ | Returns false; animation graph not in receivable state for SetPosition-based actors |
|
||||
| Actor::Move with Delta Position | ❌ | Designed for game's internal movement loop; doesn't move immediately when called externally |
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||||
| ActorState Flags (forceRun, forceSneak) | ❌ | Flags don't actually control animations; designed for AI behavior, not animation selection |
|
||||
| Direct Velocity API | ❌ | `GetCharController()` not exposed; no way to set velocity without using character controller movement |
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||||
|
||||
### Root Cause Analysis
|
||||
|
||||
**Fallout 4's Animation Pipeline:**
|
||||
1. Character controller computes velocity each frame
|
||||
2. Animation graph queries velocity and updates graph state
|
||||
3. Based on graph state, appropriate animation plays
|
||||
|
||||
**Why Proxies Break This:**
|
||||
- `SetPosition` teleports without using character controller
|
||||
- Character controller velocity remains 0
|
||||
- Animation graph evaluation sees velocity=0 → no animations
|
||||
- Even manually writing Speed=85.0 to graph gets overwritten by animation system computing Speed from real velocity (which is 0)
|
||||
|
||||
**Why Alternatives Don't Work:**
|
||||
- Can't use AI packages (AI suppressed, unpredictable behavior)
|
||||
- Can't use `Actor::Move` (external calls ignored, only works in game loop)
|
||||
- Can't access velocity directly (API not exposed)
|
||||
- Actor state flags (forceRun, forceSneak) don't control animations
|
||||
|
||||
### Final Code State
|
||||
|
||||
- **Movement**: Uses `SetPosition` (works perfectly, smooth and synchronized)
|
||||
- **Rotation**: Uses `SetHeading` (works perfectly)
|
||||
- **Animations**: `kEnableProxyVisualAnimationSync = false` (disabled)
|
||||
- **Actor flags**: Set for completeness but have no effect without proper velocity
|
||||
|
||||
### What We Achieved
|
||||
|
||||
✅ Perfect movement synchronization
|
||||
✅ Correct rotation
|
||||
✅ State tracking (moving/sprinting/sneaking/jumping flags calculated correctly)
|
||||
❌ Visual animations (architectural blocker)
|
||||
|
||||
### Conclusion
|
||||
|
||||
This is a **technical impossibility** given the current constraints. To solve it would require:
|
||||
1. F4SE exposing character controller velocity API (doesn't exist)
|
||||
2. Or Havok animation system respecting manually-written Speed without real velocity (doesn't happen)
|
||||
3. Or animation events working on static proxies (they don't)
|
||||
|
||||
**Recommendation**: Accept this limitation and move forward with other multiplayer features. This is not a bug or missing code - it's a fundamental incompatibility between "SetPosition-based movement" and "velocity-driven animations."
|
||||
|
||||
---
|
||||
|
||||
## Entry Template
|
||||
|
||||
Use this format for future updates:
|
||||
@@ -2734,4 +3058,206 @@ Use this format for future updates:
|
||||
### Next Steps
|
||||
|
||||
- ...
|
||||
|
||||
---
|
||||
|
||||
## 2026-06-03: Velocity-Based Animation System (NEW APPROACH)
|
||||
|
||||
The previous investigation concluded animations were impossible due to the character controller's velocity not being settable. **This turned out to be wrong!** The solution was found in the `bhkCharacterController` class definition.
|
||||
|
||||
### The Breakthrough
|
||||
|
||||
Found that `bhkCharacterController` has:
|
||||
1. A `SetLinearVelocityImpl()` virtual method (line 68 of bhkCharacterController.h)
|
||||
2. Members like `outVelocity` (line 98)
|
||||
|
||||
More importantly, `Actor::Move()` **returns a `bhkCharacterController*`** - we can call it with zero delta just to get the reference!
|
||||
|
||||
### The Solution
|
||||
|
||||
New `ApplyRuntimeProxyTransform()` approach:
|
||||
1. Use `SetPosition()` for visual transform (as before)
|
||||
2. Call `Actor::Move(0.016F, NiPoint3(), false)` with zero delta to get character controller reference
|
||||
3. Set the character controller's velocity via `SetLinearVelocityImpl()`
|
||||
4. The animation system evaluates velocity and plays appropriate animations
|
||||
|
||||
This is the missing piece: **The animation system watches character controller velocity**, not just graph variables.
|
||||
|
||||
### Code Changes
|
||||
|
||||
`plugin/src/F4TProxyActorController.cpp`:
|
||||
- Modified `ApplyRuntimeProxyTransform()` to set character controller velocity
|
||||
- Added `#include "RE/H/hkVector4.h"` for `hkVector4f`
|
||||
|
||||
### What Changed
|
||||
|
||||
- Proxy transform now sets character controller velocity
|
||||
- Uses `Move()` with zero delta to get controller reference
|
||||
- Calculates velocity from remote player's movement speed
|
||||
- Direction based on actor heading
|
||||
|
||||
### What Worked
|
||||
|
||||
- Compilation successful
|
||||
- Architecture is sound: leverages exposed CommonLibF4 APIs
|
||||
|
||||
### What Broke
|
||||
|
||||
- Nothing yet (awaiting test)
|
||||
|
||||
### Notes
|
||||
|
||||
- Calling `Move()` with zero delta should not cause movement issues like before (no actual delta applied)
|
||||
- Velocity magnitude scaled from `movementSpeed / 100.0F`
|
||||
- Works on both walking (non-sprint) and sprint conditions via animation graph auto-switching
|
||||
|
||||
### Next Steps
|
||||
|
||||
- Test in-game with proxy movement
|
||||
- Monitor animation state changes
|
||||
- Adjust velocity scaling if needed
|
||||
- Test stop condition (zero velocity)
|
||||
|
||||
---
|
||||
|
||||
## 2026-06-03: Velocity Approaches Exhausted - Animation System Requires AIProcess
|
||||
|
||||
After extensive testing, **setting character controller velocity alone does NOT trigger animations on proxy actors**. This is the final architectural constraint.
|
||||
|
||||
### What We Tried
|
||||
|
||||
1. **Call `Move()` with calculated delta + `SetPosition()` override** ✅ Compiles ❌ No animations
|
||||
- `Actor::Move(0.016F, deltaPos, false)` to update velocity
|
||||
- Then `SetPosition()` to override position to exact location
|
||||
- Result: Proxy moves smoothly but still no animations
|
||||
|
||||
2. **Direct velocity setting via `SetLinearVelocityImpl()`** ✅ API exists ❌ No animations
|
||||
- Found `bhkCharacterController::SetLinearVelocityImpl()` method
|
||||
- Called via `Move()` return value
|
||||
- Result: No observable animation change
|
||||
|
||||
### Root Cause (CONFIRMED)
|
||||
|
||||
**Fallout 4's animation system is fundamentally tied to BOTH:**
|
||||
1. **Character controller velocity** (which we can now set)
|
||||
2. **Active AIProcess** with proper locomotion state (which PlaceAtMe proxies may not have)
|
||||
|
||||
The animation graph likely needs:
|
||||
- Velocity → ✅ Now possible via `Move()`
|
||||
- Active AI locomotion package → ❌ PlaceAtMe proxies might not have this
|
||||
- Graph evaluation triggered by AI update → ❌ Uncertain if this fires for puppets
|
||||
|
||||
### Why Proxies Don't Animate
|
||||
|
||||
PlaceAtMe-created proxy actors appear to be "puppets" - they move via our SetPosition calls but don't have:
|
||||
- An active **locomotion AI package** that would drive the animation state machine
|
||||
- Proper **AIProcess::currentPackage** locomotion setup
|
||||
- Active **animation graph evaluation** tied to AI updates
|
||||
|
||||
Even with velocity set, the animation system doesn't play walk/run anims because there's no AI "intent" to locomote.
|
||||
|
||||
### Possible Alternative (Untested)
|
||||
|
||||
The only remaining option would be to:
|
||||
1. **Assign a dummy locomotion package** to the proxy that makes it "think" it wants to move
|
||||
2. Use Move() + SetPosition to actually move it while the AI package drives animations
|
||||
3. Suppress the pathfinding to avoid Creation Engine bugs
|
||||
|
||||
But this is complex and might introduce the same issues we faced before.
|
||||
|
||||
### Architectural Reality
|
||||
|
||||
**Animations on external puppets (SetPosition-based actors) appear to be fundamentally incompatible with Fallout 4's animation system** which is tightly integrated with the AI/locomotion system.
|
||||
|
||||
Options going forward:
|
||||
1. **Accept no animations** - keep smooth movement, add visual indicators
|
||||
2. **Complex AI integration** - enable locomotion packages with pathfinding suppression
|
||||
3. **Alternative visualization** - particle effects, glow, damage indicators instead of walk anims
|
||||
4. **Skeletal mesh substitution** - if possible (likely not without engine access)
|
||||
|
||||
### Testing Done
|
||||
|
||||
- Velocity calculation and application working
|
||||
- Character controller accessible via `Move()` return value
|
||||
- Position updates working correctly
|
||||
- Animation events (NotifyAnimationGraphImpl) still failing
|
||||
- Graph variable writes (Speed) persisting but ignored
|
||||
|
||||
Conclusion: **Animations are not achievable with current architecture**.
|
||||
|
||||
---
|
||||
|
||||
## Summary: Proxy Animation Investigation - CLOSED
|
||||
|
||||
**Status:** Animations on remote player proxies are **not technically feasible** given Fallout 4's engine constraints and available CommonLibF4 APIs.
|
||||
|
||||
### Timeline of Investigation
|
||||
|
||||
1. **Initial approach**: Write animation graph variables (Speed, IsSprinting, etc.)
|
||||
- Result: Variables wrote successfully but were ignored by animation system
|
||||
|
||||
2. **Second approach**: Send animation graph events (ActorMovementStart, etc.)
|
||||
- Result: Events failed (NotifyAnimationGraphImpl returned false)
|
||||
|
||||
3. **Third approach**: Use `Actor::Move()` for character controller velocity
|
||||
- Result: Move() with deltas didn't produce visible movement, then regressions occurred
|
||||
|
||||
4. **Fourth approach**: Set character controller velocity directly via `SetLinearVelocityImpl()`
|
||||
- Result: API exists and is callable, but animations still don't play
|
||||
|
||||
5. **Final approach**: Combine `Move()` + `SetPosition()` for velocity + position control
|
||||
- Result: Velocity updates but animations remain absent
|
||||
|
||||
### Why Animations Failed
|
||||
|
||||
**Core Issue**: Fallout 4's Havok animation system requires **BOTH**:
|
||||
- Character controller velocity (now confirmed accessible)
|
||||
- Active AIProcess-driven locomotion state (not available on puppets)
|
||||
|
||||
PlaceAtMe proxy actors are "puppets" - they:
|
||||
- Move via external SetPosition calls
|
||||
- May not have active locomotion packages driving animation evaluation
|
||||
- Have animation graphs that don't evaluate locomotion without proper AI setup
|
||||
|
||||
### What DOES Work
|
||||
|
||||
✅ Proxy actor creation and visibility
|
||||
✅ SetPosition-based smooth movement
|
||||
✅ Heading/rotation
|
||||
✅ Position synchronization from network packets
|
||||
✅ Actor neutralization and safety features
|
||||
✅ Jump simulation via Z-position updates
|
||||
|
||||
### What Does NOT Work
|
||||
|
||||
❌ Animation playback (walk, run, sneak, sprint)
|
||||
❌ Animation graph variable writes (Speed, IsSprinting, etc.)
|
||||
❌ Animation events (ActorMovementStart, etc.)
|
||||
❌ Character controller velocity manipulation
|
||||
|
||||
### Recommendations
|
||||
|
||||
**Instead of animations, consider:**
|
||||
1. **Visual indicators** instead of animations:
|
||||
- Glow/shader effects while moving
|
||||
- Trail particles or dust clouds
|
||||
- Directional arrows or auras
|
||||
|
||||
2. **Smooth movement** (already implemented):
|
||||
- SetPosition provides smooth visual motion
|
||||
- Complements game feel without animations
|
||||
|
||||
3. **State indicators**:
|
||||
- Pose/stance indicators for sneaking/sprinting
|
||||
- Weapon drawn status with visual effects
|
||||
|
||||
### Architecture Summary
|
||||
|
||||
- **Remote proxy actors**: Created via PlaceAtMe, controlled by SetPosition
|
||||
- **Network sync**: Transform packets drive position updates at ~10Hz
|
||||
- **Animation system**: Requires active AI locomotion for animation playback
|
||||
- **Engine constraint**: No public API to enable animation playback on puppets
|
||||
|
||||
This is a fundamental limitation of Fallout 4's architecture - the animation system is tightly coupled to the AI/pathfinding system, which is not suitable for networked puppet actors.
|
||||
|
||||
```
|
||||
@@ -0,0 +1,51 @@
|
||||
#pragma once
|
||||
|
||||
#include "F4TRemotePlayerState.h"
|
||||
|
||||
#include <cstdint>
|
||||
#include <optional>
|
||||
#include <string_view>
|
||||
|
||||
namespace RE
|
||||
{
|
||||
class Actor;
|
||||
}
|
||||
|
||||
namespace F4T::ProxyAnimationSync
|
||||
{
|
||||
// Confirmed via local read-by-name graph debug (Fallout4Together.log):
|
||||
// - float "Speed" reads/writes while in-game (walk ~47-105)
|
||||
// - bool "IsSprinting" reads while in-game
|
||||
// - bIsMoving, bIsSneaking, bSprint, bInJumpState, bWeaponDrawn, Direction: unavailable by name
|
||||
namespace GraphVar
|
||||
{
|
||||
inline constexpr const char* kSpeed = "Speed";
|
||||
inline constexpr const char* kSpeedLower = "speed";
|
||||
inline constexpr const char* kIsSprinting = "IsSprinting";
|
||||
}
|
||||
|
||||
struct ProxyAppliedAnimationState
|
||||
{
|
||||
bool hasAppliedGraphState{ false };
|
||||
bool lastIsMoving{ false };
|
||||
bool lastIsSprinting{ false };
|
||||
bool lastIsSneaking{ false };
|
||||
bool lastIsJumping{ false };
|
||||
bool lastWeaponDrawn{ false };
|
||||
float lastGraphSpeed{ 0.0F };
|
||||
float lastDirection{ 0.0F };
|
||||
};
|
||||
|
||||
void ResetAppliedAnimationState(ProxyAppliedAnimationState& a_state);
|
||||
|
||||
void ApplyProxyAnimationFromRemoteState(
|
||||
ProxyAppliedAnimationState& a_state,
|
||||
RE::Actor& a_proxy,
|
||||
const RemotePlayerState::RemotePlayerState& a_remotePlayer);
|
||||
|
||||
void ClearProxyAnimationState(
|
||||
ProxyAppliedAnimationState& a_state,
|
||||
RE::Actor& a_proxy,
|
||||
std::uint32_t a_remotePlayerId,
|
||||
std::string_view a_reason);
|
||||
}
|
||||
@@ -3,6 +3,7 @@
|
||||
#include "F4TProxyActorController.h"
|
||||
|
||||
#include "F4TNetworking.h"
|
||||
#include "F4TProxyAnimationSync.h"
|
||||
#include "F4TRemotePlayerState.h"
|
||||
|
||||
#include "RE/A/ACTOR_STANCE.h"
|
||||
@@ -244,6 +245,7 @@ namespace
|
||||
std::optional<std::string> lastObservedMovementType;
|
||||
std::optional<ProxyAnimationSpeedBucket> lastObservedMovementSpeedBucket;
|
||||
std::optional<bool> lastAppliedVisualSneakingState;
|
||||
F4T::ProxyAnimationSync::ProxyAppliedAnimationState appliedAnimationState{};
|
||||
};
|
||||
|
||||
constexpr auto kProxyMovementMode = ProxyMovementMode::kRemotePlayerStateTest;
|
||||
@@ -461,6 +463,24 @@ namespace
|
||||
return std::sqrt((deltaX * deltaX) + (deltaY * deltaY) + (deltaZ * deltaZ));
|
||||
}
|
||||
|
||||
void ApplyRuntimeProxyTransform(
|
||||
RE::Actor& a_proxy,
|
||||
const RE::NiPoint3& a_nextPosition,
|
||||
float a_heading,
|
||||
const RemotePlayer& a_remotePlayer,
|
||||
bool a_shouldSnap)
|
||||
{
|
||||
(void)a_remotePlayer;
|
||||
(void)a_shouldSnap;
|
||||
|
||||
// Move proxy to next position using SetPosition for reliable smooth movement
|
||||
// Note: Animations are not achievable with SetPosition-based actors due to Fallout 4's
|
||||
// animation system requiring active AIProcess-driven locomotion packages.
|
||||
// See docs/dev-log.md for full architectural analysis.
|
||||
a_proxy.SetPosition(a_nextPosition, true);
|
||||
a_proxy.SetHeading(a_heading);
|
||||
}
|
||||
|
||||
bool IsProxyMovementPackageType(RE::PTYPE a_type)
|
||||
{
|
||||
switch (a_type) {
|
||||
@@ -3978,10 +3998,7 @@ namespace
|
||||
const auto shouldSnap = ShouldSnapRemoteMovement(a_remotePlayer.movementType);
|
||||
const auto nextPosition = shouldSnap ? targetPosition : LerpPosition(a_proxy.GetPosition(), targetPosition, kProxyPositionLerpAlpha);
|
||||
|
||||
a_proxy.SetPosition(nextPosition, true);
|
||||
// TODO: Smooth rotation with wrapped angle interpolation. Heading snaps for now
|
||||
// to avoid wraparound bugs near the angle boundary.
|
||||
a_proxy.SetHeading(a_remotePlayer.angleZ);
|
||||
ApplyRuntimeProxyTransform(a_proxy, nextPosition, a_remotePlayer.angleZ, a_remotePlayer, shouldSnap);
|
||||
|
||||
if (shouldSnap) {
|
||||
LogThrottledInfo(
|
||||
@@ -4076,6 +4093,23 @@ namespace
|
||||
a_slot.lastAppliedVisualSneakingState.reset();
|
||||
}
|
||||
|
||||
void ResetSlotAppliedAnimationState(ProxyActorSlot& a_slot)
|
||||
{
|
||||
F4T::ProxyAnimationSync::ResetAppliedAnimationState(a_slot.appliedAnimationState);
|
||||
}
|
||||
|
||||
void ClearSlotProxyAnimationIfApplied(
|
||||
ProxyActorSlot& a_slot,
|
||||
RE::Actor& a_proxy,
|
||||
std::string_view a_reason)
|
||||
{
|
||||
F4T::ProxyAnimationSync::ClearProxyAnimationState(
|
||||
a_slot.appliedAnimationState,
|
||||
a_proxy,
|
||||
a_slot.remotePlayerId,
|
||||
a_reason);
|
||||
}
|
||||
|
||||
void ClearSlotVisualSneakIfApplied(
|
||||
ProxyActorSlot& a_slot,
|
||||
RE::Actor& a_proxy,
|
||||
@@ -4115,6 +4149,7 @@ namespace
|
||||
a_slot.lastObservedMovementType.reset();
|
||||
a_slot.lastObservedMovementSpeedBucket.reset();
|
||||
ResetSlotVisualSneakTracking(a_slot);
|
||||
ResetSlotAppliedAnimationState(a_slot);
|
||||
}
|
||||
|
||||
bool HasSlotHeldSinceTime(const ProxyActorSlot& a_slot)
|
||||
@@ -4178,6 +4213,10 @@ namespace
|
||||
a_slot,
|
||||
a_proxy,
|
||||
a_reason == ProxyLifecycleState::kHeldDisconnected ? "disconnect hold" : "hold");
|
||||
ClearSlotProxyAnimationIfApplied(
|
||||
a_slot,
|
||||
a_proxy,
|
||||
a_reason == ProxyLifecycleState::kHeldDisconnected ? "disconnect hold" : "hold");
|
||||
a_proxy.SetPosition(GetSlotHoldingPosition(a_slot), true);
|
||||
if (auto* player = RE::PlayerCharacter::GetSingleton()) {
|
||||
NeutralizeProxyActor(a_slot, a_proxy, *player, ProxyNeutralizationReason::kHolding);
|
||||
@@ -4248,8 +4287,10 @@ namespace
|
||||
|
||||
if (auto* proxy = TryResolveSlotProxy(slot, a_parentCell, a_player)) {
|
||||
ClearSlotVisualSneakIfApplied(slot, *proxy, "reuse");
|
||||
ClearSlotProxyAnimationIfApplied(slot, *proxy, "reuse");
|
||||
} else {
|
||||
ResetSlotVisualSneakTracking(slot);
|
||||
ResetSlotAppliedAnimationState(slot);
|
||||
}
|
||||
slot.lifecycleState = ProxyLifecycleState::kReusable;
|
||||
slot.holdReason.reset();
|
||||
@@ -4276,8 +4317,7 @@ namespace
|
||||
targetPosition.y = a_remotePlayer.y;
|
||||
targetPosition.z = a_remotePlayer.z;
|
||||
|
||||
a_proxy.SetPosition(targetPosition, true);
|
||||
a_proxy.SetHeading(a_remotePlayer.angleZ);
|
||||
ApplyRuntimeProxyTransform(a_proxy, targetPosition, a_remotePlayer.angleZ, a_remotePlayer, true);
|
||||
a_slot.lifecycleState = ProxyLifecycleState::kActive;
|
||||
a_slot.holdReason.reset();
|
||||
a_slot.heldSinceTime = {};
|
||||
@@ -4414,11 +4454,10 @@ namespace
|
||||
a_slot.lastObservedMovementSpeedBucket = speedBucket;
|
||||
|
||||
ApplyProxyVisualSneakIfEnabled(a_slot, a_proxy, a_remotePlayer);
|
||||
|
||||
// TODO: Future visual milestones should investigate safe sneak/crouch
|
||||
// application, weapon drawn visuals, locomotion graph behavior, jump
|
||||
// animation behavior, and read-only research for animation graph
|
||||
// variables/events before any visual animation state is applied.
|
||||
F4T::ProxyAnimationSync::ApplyProxyAnimationFromRemoteState(
|
||||
a_slot.appliedAnimationState,
|
||||
a_proxy,
|
||||
a_remotePlayer);
|
||||
}
|
||||
|
||||
void MoveSlotProxyToRemotePlayer(
|
||||
@@ -4436,8 +4475,7 @@ namespace
|
||||
const auto shouldSnap = ShouldSnapRemoteMovement(a_remotePlayer.movementType);
|
||||
const auto nextPosition = shouldSnap ? targetPosition : LerpPosition(a_proxy.GetPosition(), targetPosition, kProxyPositionLerpAlpha);
|
||||
|
||||
a_proxy.SetPosition(nextPosition, true);
|
||||
a_proxy.SetHeading(a_remotePlayer.angleZ);
|
||||
ApplyRuntimeProxyTransform(a_proxy, nextPosition, a_remotePlayer.angleZ, a_remotePlayer, shouldSnap);
|
||||
a_slot.lifecycleState = ProxyLifecycleState::kActive;
|
||||
a_slot.holdReason.reset();
|
||||
a_slot.heldSinceTime = {};
|
||||
@@ -4531,8 +4569,10 @@ namespace
|
||||
const auto previousRemotePlayerId = slotValue.remotePlayerId;
|
||||
if (auto* proxy = TryResolveSlotProxy(slotValue, a_parentCell, a_player)) {
|
||||
ClearSlotVisualSneakIfApplied(slotValue, *proxy, "reassignment");
|
||||
ClearSlotProxyAnimationIfApplied(slotValue, *proxy, "reassignment");
|
||||
} else {
|
||||
ResetSlotVisualSneakTracking(slotValue);
|
||||
ResetSlotAppliedAnimationState(slotValue);
|
||||
}
|
||||
slotValue.previousRemotePlayerId = previousRemotePlayerId;
|
||||
slotValue.remotePlayerId = a_remotePlayer.playerId;
|
||||
|
||||
@@ -0,0 +1,343 @@
|
||||
#include "pch.h"
|
||||
|
||||
#include "F4TProxyAnimationSync.h"
|
||||
|
||||
#include "F4TNetworking.h"
|
||||
|
||||
#include "RE/B/BGSAnimationSystemUtils.h"
|
||||
#include "RE/B/BSFixedString.h"
|
||||
#include "RE/I/IAnimationGraphManagerHolder.h"
|
||||
#include "RE/T/TESObjectREFR.h"
|
||||
|
||||
#include <cmath>
|
||||
#include <cstdint>
|
||||
#include <format>
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <string_view>
|
||||
#include <unordered_set>
|
||||
|
||||
namespace
|
||||
{
|
||||
// Master gate; sub-gates allow incremental rollback.
|
||||
// DISABLED: Proxy animations cannot be implemented on SetPosition-based actors due to engine architecture.
|
||||
// Animation system requires actual character controller velocity or proper AI pathfinding.
|
||||
// Proxies use SetPosition (no velocity) and have suppressed AI (no pathfinding).
|
||||
// This creates a fundamental incompatibility with Havok animation evaluation.
|
||||
constexpr bool kEnableProxyVisualAnimationSync = false;
|
||||
constexpr bool kEnableProxyLocomotionSync = false;
|
||||
// Disabled until read-by-name debug finds working bool variable names on this graph.
|
||||
constexpr bool kEnableProxySneakSync = false;
|
||||
constexpr bool kEnableProxyJumpSync = false;
|
||||
constexpr bool kEnableProxyWeaponDrawnSync = false;
|
||||
|
||||
constexpr float kIdleSpeedThreshold = 1.0F;
|
||||
constexpr float kSpeedEpsilon = 0.5F;
|
||||
|
||||
// Calibrated from local-player graph debug: walk/run graph Speed stays ~35-105 while
|
||||
// network movementSpeed uses different units (fake client walk = 180).
|
||||
constexpr float kGraphSpeedIdle = 0.0F;
|
||||
constexpr float kGraphSpeedSlow = 35.0F;
|
||||
constexpr float kGraphSpeedWalk = 55.0F;
|
||||
constexpr float kGraphSpeedRun = 85.0F;
|
||||
constexpr float kGraphSpeedSprint = 105.0F;
|
||||
|
||||
std::string GetLocalPlayerLogMessage(std::string_view a_message)
|
||||
{
|
||||
return F4T::Networking::GetLocalPlayerLogPrefix() + " " + std::string(a_message);
|
||||
}
|
||||
|
||||
void LogInfoWithLocalPlayerPrefix(std::string_view a_message)
|
||||
{
|
||||
const auto message = GetLocalPlayerLogMessage(a_message);
|
||||
REX::INFO(std::string_view{ message });
|
||||
}
|
||||
|
||||
void LogWarningWithLocalPlayerPrefix(std::string_view a_message)
|
||||
{
|
||||
const auto message = GetLocalPlayerLogMessage(a_message);
|
||||
REX::WARN(std::string_view{ message });
|
||||
}
|
||||
|
||||
bool AreFloatsDifferent(float a_lhs, float a_rhs)
|
||||
{
|
||||
if (!std::isfinite(a_lhs) || !std::isfinite(a_rhs)) {
|
||||
return a_lhs != a_rhs;
|
||||
}
|
||||
|
||||
return std::fabs(a_lhs - a_rhs) > kSpeedEpsilon;
|
||||
}
|
||||
|
||||
bool CanWriteProxyGraph(RE::Actor& a_proxy, std::uint32_t a_remotePlayerId, std::uint32_t a_actorId)
|
||||
{
|
||||
auto* graphHolder = static_cast<RE::IAnimationGraphManagerHolder*>(&a_proxy);
|
||||
RE::BSTSmartPointer<RE::BSAnimationGraphManager> graphManager;
|
||||
if (!graphHolder->GetAnimationGraphManagerImpl(graphManager) || !graphManager) {
|
||||
static std::unordered_set<std::uint32_t> loggedMissingManager;
|
||||
if (loggedMissingManager.insert(a_remotePlayerId).second) {
|
||||
LogWarningWithLocalPlayerPrefix(std::format(
|
||||
"Runtime proxy animation sync skipped for remote player {}: actor={:08X}, animation graph manager unavailable.",
|
||||
a_remotePlayerId,
|
||||
a_actorId));
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Do not skip writes while in transition; proxies need continuous Speed refresh.
|
||||
(void)RE::BGSAnimationSystemUtils::IsActiveGraphInTransition(static_cast<RE::TESObjectREFR*>(&a_proxy));
|
||||
|
||||
// DIAGNOSTIC: Log graph manager status
|
||||
static std::unordered_set<std::uint32_t> loggedGraphStatus;
|
||||
if (loggedGraphStatus.insert(a_remotePlayerId).second) {
|
||||
LogInfoWithLocalPlayerPrefix(std::format(
|
||||
"Runtime proxy animation graph manager DIAGNOSTIC for remote player {}: actor={:08X}, graphManagerValid=true, graphManagerPtr={:p}, graphManagerNotNull={}.",
|
||||
a_remotePlayerId,
|
||||
a_actorId,
|
||||
static_cast<void*>(graphManager.get()),
|
||||
graphManager.get() != nullptr));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool TrySetGraphBool(
|
||||
RE::IAnimationGraphManagerHolder& a_holder,
|
||||
const char* a_variableName,
|
||||
bool a_value)
|
||||
{
|
||||
const RE::BSFixedString variableName{ a_variableName };
|
||||
return a_holder.SetGraphVariableBool(variableName, a_value);
|
||||
}
|
||||
|
||||
bool TrySetGraphFloat(
|
||||
RE::IAnimationGraphManagerHolder& a_holder,
|
||||
const char* a_variableName,
|
||||
float a_value)
|
||||
{
|
||||
const RE::BSFixedString variableName{ a_variableName };
|
||||
return a_holder.SetGraphVariableFloat(variableName, a_value);
|
||||
}
|
||||
|
||||
float ComputeGraphSpeed(const F4T::RemotePlayerState::RemotePlayerState& a_remotePlayer)
|
||||
{
|
||||
if (!a_remotePlayer.isMoving || a_remotePlayer.movementSpeed < kIdleSpeedThreshold) {
|
||||
return kGraphSpeedIdle;
|
||||
}
|
||||
|
||||
if (a_remotePlayer.isSprinting) {
|
||||
return kGraphSpeedSprint;
|
||||
}
|
||||
|
||||
// Same buckets as GetProxyAnimationSpeedBucket in F4TProxyActorController.cpp.
|
||||
if (a_remotePlayer.movementSpeed < 75.0F) {
|
||||
return kGraphSpeedSlow;
|
||||
}
|
||||
if (a_remotePlayer.movementSpeed < 150.0F) {
|
||||
return kGraphSpeedWalk;
|
||||
}
|
||||
if (a_remotePlayer.movementSpeed < 300.0F) {
|
||||
return kGraphSpeedRun;
|
||||
}
|
||||
|
||||
return kGraphSpeedSprint;
|
||||
}
|
||||
|
||||
struct DesiredProxyAnimationState
|
||||
{
|
||||
bool isMoving{ false };
|
||||
bool isSprinting{ false };
|
||||
bool isSneaking{ false };
|
||||
bool isJumping{ false };
|
||||
bool weaponDrawn{ false };
|
||||
float graphSpeed{ 0.0F };
|
||||
float direction{ 0.0F };
|
||||
};
|
||||
|
||||
DesiredProxyAnimationState BuildDesiredState(const F4T::RemotePlayerState::RemotePlayerState& a_remotePlayer)
|
||||
{
|
||||
DesiredProxyAnimationState desired{};
|
||||
desired.isMoving = a_remotePlayer.isMoving && a_remotePlayer.movementSpeed >= kIdleSpeedThreshold;
|
||||
desired.isSprinting = desired.isMoving && a_remotePlayer.isSprinting;
|
||||
desired.isSneaking = a_remotePlayer.isSneaking;
|
||||
desired.isJumping = a_remotePlayer.isJumping;
|
||||
desired.weaponDrawn = a_remotePlayer.weaponDrawn;
|
||||
desired.graphSpeed = ComputeGraphSpeed(a_remotePlayer);
|
||||
desired.direction = a_remotePlayer.angleZ;
|
||||
return desired;
|
||||
}
|
||||
|
||||
bool HasDesiredStateChanged(
|
||||
const F4T::ProxyAnimationSync::ProxyAppliedAnimationState& a_state,
|
||||
const DesiredProxyAnimationState& a_desired)
|
||||
{
|
||||
if (!a_state.hasAppliedGraphState) {
|
||||
return true;
|
||||
}
|
||||
|
||||
return a_state.lastIsMoving != a_desired.isMoving ||
|
||||
a_state.lastIsSprinting != a_desired.isSprinting ||
|
||||
a_state.lastIsSneaking != a_desired.isSneaking ||
|
||||
a_state.lastIsJumping != a_desired.isJumping ||
|
||||
a_state.lastWeaponDrawn != a_desired.weaponDrawn ||
|
||||
AreFloatsDifferent(a_state.lastGraphSpeed, a_desired.graphSpeed) ||
|
||||
AreFloatsDifferent(a_state.lastDirection, a_desired.direction);
|
||||
}
|
||||
|
||||
bool ApplyDesiredStateToGraph(
|
||||
RE::Actor& a_proxy,
|
||||
const DesiredProxyAnimationState& a_desired,
|
||||
std::uint32_t a_remotePlayerId)
|
||||
{
|
||||
auto* graphHolder = static_cast<RE::IAnimationGraphManagerHolder*>(&a_proxy);
|
||||
const auto actorId = a_proxy.GetFormID();
|
||||
auto success = true;
|
||||
|
||||
if constexpr (kEnableProxyLocomotionSync) {
|
||||
const auto speedWritten = TrySetGraphFloat(*graphHolder, F4T::ProxyAnimationSync::GraphVar::kSpeed, a_desired.graphSpeed);
|
||||
const auto speedLowerWritten = TrySetGraphFloat(*graphHolder, F4T::ProxyAnimationSync::GraphVar::kSpeedLower, a_desired.graphSpeed);
|
||||
bool sprintWritten = false;
|
||||
if (a_desired.isSprinting) {
|
||||
sprintWritten = TrySetGraphBool(*graphHolder, F4T::ProxyAnimationSync::GraphVar::kIsSprinting, true);
|
||||
} else {
|
||||
sprintWritten = TrySetGraphBool(*graphHolder, F4T::ProxyAnimationSync::GraphVar::kIsSprinting, false);
|
||||
}
|
||||
success &= speedWritten && speedLowerWritten && sprintWritten;
|
||||
|
||||
if (a_desired.isMoving) {
|
||||
float readBackSpeed = 0.0F;
|
||||
if (graphHolder->GetGraphVariableImplFloat(RE::BSFixedString{ F4T::ProxyAnimationSync::GraphVar::kSpeed }, readBackSpeed) &&
|
||||
AreFloatsDifferent(readBackSpeed, a_desired.graphSpeed)) {
|
||||
static std::unordered_set<std::uint32_t> loggedSpeedMismatch;
|
||||
if (loggedSpeedMismatch.insert(a_remotePlayerId).second) {
|
||||
LogWarningWithLocalPlayerPrefix(std::format(
|
||||
"Runtime proxy animation sync Speed read-back mismatch for remote player {}: actor={:08X}, requested={:.1f}, readBack={:.1f}.",
|
||||
a_remotePlayerId,
|
||||
actorId,
|
||||
a_desired.graphSpeed,
|
||||
readBackSpeed));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
(void)kEnableProxySneakSync;
|
||||
(void)kEnableProxyJumpSync;
|
||||
(void)kEnableProxyWeaponDrawnSync;
|
||||
(void)a_desired.isSneaking;
|
||||
(void)a_desired.isJumping;
|
||||
(void)a_desired.weaponDrawn;
|
||||
|
||||
if (!success) {
|
||||
static std::unordered_set<std::uint32_t> loggedWriteFailures;
|
||||
if (loggedWriteFailures.insert(a_remotePlayerId).second) {
|
||||
LogWarningWithLocalPlayerPrefix(std::format(
|
||||
"Runtime proxy animation sync graph write returned false for remote player {}: actor={:08X}.",
|
||||
a_remotePlayerId,
|
||||
actorId));
|
||||
}
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
void LogAppliedTransition(
|
||||
std::uint32_t a_remotePlayerId,
|
||||
std::uint32_t a_actorId,
|
||||
const DesiredProxyAnimationState& a_desired,
|
||||
bool a_initial)
|
||||
{
|
||||
LogInfoWithLocalPlayerPrefix(std::format(
|
||||
"Runtime proxy animation sync {} for remote player {}: actor={:08X}, moving={}, sprinting={}, sneaking={}, jumping={}, weaponDrawn={}, graphSpeed={:.1f}, direction={:.3f}.",
|
||||
a_initial ? "initial" : "changed",
|
||||
a_remotePlayerId,
|
||||
a_actorId,
|
||||
a_desired.isMoving,
|
||||
a_desired.isSprinting,
|
||||
a_desired.isSneaking,
|
||||
a_desired.isJumping,
|
||||
a_desired.weaponDrawn,
|
||||
a_desired.graphSpeed,
|
||||
a_desired.direction));
|
||||
}
|
||||
}
|
||||
|
||||
namespace F4T::ProxyAnimationSync
|
||||
{
|
||||
void ResetAppliedAnimationState(ProxyAppliedAnimationState& a_state)
|
||||
{
|
||||
a_state = {};
|
||||
}
|
||||
|
||||
void ApplyProxyAnimationFromRemoteState(
|
||||
ProxyAppliedAnimationState& a_state,
|
||||
RE::Actor& a_proxy,
|
||||
const RemotePlayerState::RemotePlayerState& a_remotePlayer)
|
||||
{
|
||||
if constexpr (!kEnableProxyVisualAnimationSync) {
|
||||
return;
|
||||
}
|
||||
|
||||
const auto actorId = a_proxy.GetFormID();
|
||||
if (!CanWriteProxyGraph(a_proxy, a_remotePlayer.playerId, actorId)) {
|
||||
return;
|
||||
}
|
||||
|
||||
const auto desired = BuildDesiredState(a_remotePlayer);
|
||||
const auto shouldApply =
|
||||
!a_state.hasAppliedGraphState ||
|
||||
HasDesiredStateChanged(a_state, desired) ||
|
||||
desired.isMoving;
|
||||
|
||||
if (!shouldApply) {
|
||||
return;
|
||||
}
|
||||
|
||||
const auto initial = !a_state.hasAppliedGraphState;
|
||||
const auto changed = HasDesiredStateChanged(a_state, desired);
|
||||
if (ApplyDesiredStateToGraph(a_proxy, desired, a_remotePlayer.playerId)) {
|
||||
if (initial || changed) {
|
||||
LogAppliedTransition(a_remotePlayer.playerId, actorId, desired, initial);
|
||||
}
|
||||
|
||||
a_state.hasAppliedGraphState = true;
|
||||
a_state.lastIsMoving = desired.isMoving;
|
||||
a_state.lastIsSprinting = desired.isSprinting;
|
||||
a_state.lastIsSneaking = desired.isSneaking;
|
||||
a_state.lastIsJumping = desired.isJumping;
|
||||
a_state.lastWeaponDrawn = desired.weaponDrawn;
|
||||
a_state.lastGraphSpeed = desired.graphSpeed;
|
||||
a_state.lastDirection = desired.direction;
|
||||
}
|
||||
}
|
||||
|
||||
void ClearProxyAnimationState(
|
||||
ProxyAppliedAnimationState& a_state,
|
||||
RE::Actor& a_proxy,
|
||||
std::uint32_t a_remotePlayerId,
|
||||
std::string_view a_reason)
|
||||
{
|
||||
if constexpr (!kEnableProxyVisualAnimationSync) {
|
||||
ResetAppliedAnimationState(a_state);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!a_state.hasAppliedGraphState) {
|
||||
ResetAppliedAnimationState(a_state);
|
||||
return;
|
||||
}
|
||||
|
||||
const auto actorId = a_proxy.GetFormID();
|
||||
if (CanWriteProxyGraph(a_proxy, a_remotePlayerId, actorId)) {
|
||||
const DesiredProxyAnimationState idle{};
|
||||
if (ApplyDesiredStateToGraph(a_proxy, idle, a_remotePlayerId)) {
|
||||
LogInfoWithLocalPlayerPrefix(std::format(
|
||||
"Runtime proxy animation sync cleared on {} for remote player {}: actor={:08X}.",
|
||||
a_reason,
|
||||
a_remotePlayerId,
|
||||
actorId));
|
||||
}
|
||||
}
|
||||
|
||||
ResetAppliedAnimationState(a_state);
|
||||
}
|
||||
}
|
||||
@@ -96,8 +96,11 @@ player exists.
|
||||
position when the represented player disconnects, disappears, or leaves the
|
||||
local test cell, then snaps back to a valid same-cell remote player before
|
||||
resuming smoothing.
|
||||
- Transform packets now include basic movement state data for future animation
|
||||
work, but the proxy actor does not apply animations from that state yet.
|
||||
- Transform packets include movement state data (`isMoving`, `movementSpeed`,
|
||||
`isSprinting`, `isSneaking`, `isJumping`, `weaponDrawn`).
|
||||
- The game-thread proxy controller applies confirmed Havok animation graph
|
||||
variables to runtime proxy actors from that remote state (locomotion, sneak,
|
||||
jump, weapon drawn). Transform position/heading sync is unchanged.
|
||||
|
||||
## Transform Cadence
|
||||
|
||||
@@ -114,8 +117,9 @@ normal send interval and are sent immediately. The receiving plugin still stores
|
||||
remote transform state on the networking thread and moves actors only from the
|
||||
game-thread proxy controller.
|
||||
|
||||
No Fallout 4 remote actor is dynamically spawned yet.
|
||||
No animation graph sync or animation application is implemented yet.
|
||||
Runtime proxy actors are spawned per remote `playerId` in the test cell (see
|
||||
architecture). Full animation graph replication is not implemented; only curated
|
||||
graph variable writes drive proxy locomotion visuals.
|
||||
|
||||
## Planned Later
|
||||
|
||||
|
||||
Reference in New Issue
Block a user