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.
|
||||
|
||||
```
|
||||
Reference in New Issue
Block a user