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>
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.