Recent content by Justin

  1. Justin

    Issues with the demo and UFPS 3.1

    What errors? If you are using a render pipeline that is not built in then make sure you import the corresponding integration. The demo scene was designed for built in.
  2. Justin

    Can Hear Object Set-up

    Ohh, I completely missed the bold part šŸ˜† Each time the task runs it will reset the returned object so you should have something else after can hear to detect if the object is being found. Beyond that you could try decreasing the audibility threshold.
  3. Justin

    Slomotion by Time.timeScale

    If you are 80% complete I do not recommend updating. While the controller architecture is similar there are a lot of differences and you will likely need to rework a lot of your logic. All of the items will need to be remade from scratch. While version 2 is no longer supported I do offer...
  4. Justin

    Can Hear Object Set-up

    Can Hear Object doesn't use any sort of pathfinding so you should be able to use the navmesh sample scene as an example. With that said, if you post your tree I'd have a better idea but make sure your task is being reevaluated with a conditional abort.
  5. Justin

    Issues when jumping in place from Ledge Strafe

    That one was interesting. This is because of the Button Down stop type being set to Jump and holding the jump input. You can fix this by changing the stop type on ledge strafe to Manual. I'll make this change for the default setup.
  6. Justin

    Objects handling with full body awareness

    That is possible, in the demo scene we have an example of it. When the camera for the mirror renders it uses the humanoid objects and does not render the first person objects.
  7. Justin

    Character walking in the air near the Balance object

    This can be solved by adding the slide ability. The default slide limit values don't necessarily work for the balance beam. If you use a minimum slide limit of 20 it works better.
  8. Justin

    Issues when jumping in place from Ledge Strafe

    Thanks, I thought that it was a new issue as well but went back a year in time and this was still there. Anyway, the problem relates to the capsule collider being disabled for the ledge strafe and when it reactivates it is within the wall. Collision detection isn't properly resolving this...
  9. Justin

    Height Change stopped by Item Equip Verifier

    I just looked into it and thanks for pointing me to ShouldStopActiveAbility. Instead of adding a bool you can change the return statement to: return m_StartingAbility.ShouldStopActiveAbility(activeAbility) || (m_StartingAbility.Index < activeAbility.Index &&...
  10. Justin

    Slomotion by Time.timeScale

    Ah, there have been a lot of improvements in version 3 and version 2 is no longer supported. The time aspect is one of the areas that was focused on so I recommend updating.
  11. Justin

    Weapon Customization Guidelines?

    That is determined by calling Health.Damage on the character: https://opsive.com/support/documentation/ultimate-character-controller/attributes/health/. Since you are using a separate system you will need to call this method manually. There is a recoil module which will apply a change in the...
  12. Justin

    Bow & Arrow Accuracy and Demo Animation Problems

    There is always going to be some offset due to the different angles between the camera and character rotation. With that said, on the projectile you can have it fire in the direction of the look source (the camera) or the direction that it is facing. There are positives and negatives to each...
  13. Justin

    Slomotion by Time.timeScale

    Are you running version 3.1? There were some time related improvements in that version. Besides that, what do you mean the cursor behaves too late?
  14. Justin

    Objects handling with full body awareness

    Even with full body awareness you should setup the first person arms - this will give you the best results. If you don't setup the separate arms then they will always be at a slightly incorrect position because the character arms are for a standard third person perspective rather than a first...
  15. Justin

    New User over 300 missing scripts

    Did you install the Ultimate Character Controller after downloading it? The Shared directory is located in Opsive/Shared after the controller is installed. I would start with a fresh project and import things in the following order: - Behavior Designer - Behavior Designer - Movement Pack -...
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