Key discovery: The proxy is a real NPC (has voice lines, can aggro) which means it has a full active AIProcess. This changes everything! ROOT CAUSE IDENTIFIED: - We use SetPosition() which bypasses the character controller - This prevents Move() from being called - Without Move(), velocity is never updated - Animation graph never sees velocity, so no animations SOLUTION: - Let the proxy's AIProcess drive Move() calls naturally - This will update velocity and trigger animations automatically - Use SetPosition() only occasionally (~200ms) to correct network drift - Result: Smooth networked movement WITH proper animations Why this wasn't realized before: - Previous investigation assumed proxies were 'puppets' - We now know they're real NPCs with full AI capability - We were just bypassing the animation pipeline with SetPosition() Added: - ApplyRuntimeProxyTransformWithAI() function (hybrid approach template) - Comprehensive breakthrough notes in dev-log Next: Implement actual hybrid movement that lets AI drive animations Co-authored-by: Cursor <cursoragent@cursor.com>
Fallout4Together Plugin
This is the native Fallout4Together plugin using CommonLibF4.
Requirements
- XMake [3.0.0+]
- C++23 Compiler (MSVC or Clang-CL)
Getting Started
git clone --recurse-submodules https://github.com/libxse/Fallout4Together
cd Fallout4Together
Build
To build the project, run the following command:
xmake build
Note: This will generate a
build/windows/directory in the project's root directory with the build output.
Build Output (Optional)
If you want to redirect the build output, set one of the following environment variables:
-
Path to a Mod Manager mods folder:
XSE_FO4_MODS_PATHor
-
Path to a Fallout 4 install folder:
XSE_FO4_GAME_PATH
Project Generation (Optional)
If you use Visual Studio, run the following command:
xmake project -k vsxmake
Note: This will generate a
vsxmakeXXXX/directory in the project's root directory using the latest version of Visual Studio installed on the system.
Alternatively, if you do not use Visual Studio, you can generate a compile_commands.json file for use with a laguage server like clangd in any code editor that supports it, like vscode:
xmake project -k compile_commands
Note: You must have a language server extension installed to make use of this file. I recommend
clangd. Do not have more than one installed at a time as they will conflict with each other. I also recommend installing thexmakeextension if available to make building the project easier.
Upgrading Packages (Optional)
If you want to upgrade the project's dependencies, run the following commands:
xmake repo --update
xmake require --upgrade
Documentation
Please refer to the Wiki for more advanced topics.