My character Agent had zero errors when it had shootable weapons but when I created the same character but with only a melee body item the following errors appear in console:
And when I attempt to Aim and Use Punching extra errors occurs:
The AI seems to punch when I use the abilities via code as such:
NullReferenceException: Object reference not set to an instance of an object
Opsive.UltimateCharacterController.Items.Item.IsActive () (at Assets/Opsive/UltimateCharacterController/Scripts/Items/Item.cs:624)
Opsive.UltimateCharacterController.Items.Item.set_ShowFullScreenUI (System.Boolean value) (at Assets/Opsive/UltimateCharacterController/Scripts/Items/Item.cs:134)
Opsive.UltimateCharacterController.Items.Item.Equip (System.Boolean immediateEquip) (at Assets/Opsive/UltimateCharacterController/Scripts/Items/Item.cs:469)
Opsive.UltimateCharacterController.Inventory.InventoryBase.EquipItem (Opsive.UltimateCharacterController.Inventory.ItemType itemType, System.Int32 slotID, System.Boolean immediateEquip) (at Assets/Opsive/UltimateCharacterController/Scripts/Inventory/InventoryBase.cs:360)
Opsive.UltimateCharacterController.Character.Abilities.Items.EquipUnequip.OnPickupItem (Opsive.UltimateCharacterController.Items.Item item, System.Single count, System.Boolean immediatePickup, System.Boolean forceEquip) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Items/EquipUnequip.cs:213)
Opsive.UltimateCharacterController.Events.InvokableAction`4[T1,T2,T3,T4].Invoke (T1 arg1, T2 arg2, T3 arg3, T4 arg4) (at Assets/Opsive/UltimateCharacterController/Scripts/Events/InvokableAction.cs:225)
Opsive.UltimateCharacterController.Events.EventHandler.ExecuteEvent[T1,T2,T3,T4] (System.Object obj, System.String eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4) (at Assets/Opsive/UltimateCharacterController/Scripts/Events/EventHandler.cs:494)
Opsive.UltimateCharacterController.Inventory.InventoryBase.ItemTypePickup (Opsive.UltimateCharacterController.Inventory.ItemType itemType, System.Single count, System.Int32 slotID, System.Boolean immediatePickup, System.Boolean forceEquip) (at Assets/Opsive/UltimateCharacterController/Scripts/Inventory/InventoryBase.cs:277)
Opsive.UltimateCharacterController.Inventory.InventoryBase.PickupItemType (Opsive.UltimateCharacterController.Inventory.ItemType itemType, System.Single count, System.Int32 slotID, System.Boolean immediatePickup, System.Boolean forceEquip, System.Boolean notifyOnPickup) (at Assets/Opsive/UltimateCharacterController/Scripts/Inventory/InventoryBase.cs:222)
Opsive.UltimateCharacterController.Inventory.InventoryBase.PickupItemType (Opsive.UltimateCharacterController.Inventory.ItemType itemType, System.Single count, System.Int32 slotID, System.Boolean immediatePickup, System.Boolean forceEquip) (at Assets/Opsive/UltimateCharacterController/Scripts/Inventory/InventoryBase.cs:194)
Opsive.UltimateCharacterController.Inventory.InventoryBase.LoadDefaultLoadout () (at Assets/Opsive/UltimateCharacterController/Scripts/Inventory/InventoryBase.cs:134)
Opsive.UltimateCharacterController.Inventory.InventoryBase.Start () (at Assets/Opsive/UltimateCharacterController/Scripts/Inventory/InventoryBase.cs:119)
And when I attempt to Aim and Use Punching extra errors occurs:
NullReferenceException: Object reference not set to an instance of an object
Opsive.UltimateCharacterController.Items.Item.GetVisibleObject () (at Assets/Opsive/UltimateCharacterController/Scripts/Items/Item.cs:615)
Opsive.UltimateCharacterController.Items.Actions.UsableItem.UseItem () (at Assets/Opsive/UltimateCharacterController/Scripts/Items/Actions/UsableItem.cs:235)
Opsive.UltimateCharacterController.Items.Actions.MeleeWeapon.UseItem () (at Assets/Opsive/UltimateCharacterController/Scripts/Items/Actions/MeleeWeapon.cs:802)
Opsive.UltimateCharacterController.Character.Abilities.Items.Use.LateUpdate () (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Items/Use.cs:633)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion.LateUpdateActiveAbilities (Opsive.UltimateCharacterController.Character.Abilities.Ability[] abilities, System.Int32& abilityCount) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1018)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion.LateUpdateUltimateLocomotion () (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1004)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion.UpdatePositionAndRotation () (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:814)
Opsive.UltimateCharacterController.Character.CharacterLocomotion.UpdatePositionAndRotation (System.Boolean fromAnimatorMove) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/CharacterLocomotion.cs:526)
Opsive.UltimateCharacterController.Character.CharacterLocomotion.OnAnimatorMove () (at Assets/Opsive/UltimateCharacterController/Scripts/Character/CharacterLocomotion.cs:1484)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion.OnAnimatorMove () (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1740)
The AI seems to punch when I use the abilities via code as such:
Code:
_characterLookSource.Target = aimTarget;
_character.TryStartAbility(aimItemAbility);
_character.TryStartAbility(useItemAbiltiy);
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