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>
52 lines
1.3 KiB
C++
52 lines
1.3 KiB
C++
#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);
|
|
}
|