The issue was fixed! FWiW let me share the solution ...
This problem is caused by the timing of MagicaCloth initialization and the character’s posture.
It is resolved by placing the MagicaSettings component in the scene as shown below and changing InitializationLocation to “Awake”.
Hi Justin,
First of all thanks for the support!
Though I'm not even using the UCC IK component on my character and the above symptoms occur. I also tested my non-UCC-setup character with a rigid body and capsule collider like the ones UCC sets up and no issue either so these two can be excluded...
Hi,
I have a character that has several Magica Cloth 2 components for hair and some clothes (Mesh Cloth) and for breast (BoneSpring). It also uses some MC2 colliders attached to the bone rig.
When running it on its own all the applied physics work as expected but after putting UCC on the...
First of all sorry for the many questions currently! I'm trying to get a number of UCC abilities to work properly so I can carry on with other tasks in my project.
I have a prone ability that makes the character go, well, prone. This automatically adjusts the character's capsule collider to a...
It was already late last night when I tried states but did not think far enough to remember that they can be used to disable an ability. I will try this, thank you!
Hi, I have a crouch ability (height change) and want to prevent the jump ability while the character is crouched. What would be a good approach of achieving this?
Ok, thanks this works! The tiny difference being that the first parameter (object obj) is omitted. On the doc page it is still part of the example code:
EventHandler.RegisterEvent<Vector3, Vector3, GameObject>(gameObject, "OnDeath", OnDeath);
Anything I can find in the Opsive source files for OnStateChange is this and it doesn't provide any example on how the event is listened to, except for on the stateElementContainer perhaps, which I doubt should be required for this. Would be great to have some usage example for this in the docs...
Hi Justin, thanks for taking the time to reply!
Reg.
> Is there any event for listenting to state changes? I found OnStateChange in the source but seems there's nothing coming through, e.g.
What could be the reason for not receiving events from OnStateChange? i've set it up the same way as...
When I go from Third-person Adventure mode into First Person Combat mode, UCC seems to automatically decide to set Aim property to true (in the animator controller). Can this behavior be disabled somewhere or is this a hard requirement of UCC?