Problem with StartStopUse

PabloEsko

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Hi, you'll have to do some Debugging in StartStopUse.OnUpdate and look at the info displayed at runtime on the Melee Action component to have an idea of what is going on, and whether the item has started (or tried to) being used, and is waiting for completion. I can offer you a screenshare for free to take a look directly at this if you're interested.
 
Hi, you'll have to do some Debugging in StartStopUse.OnUpdate and look at the info displayed at runtime on the Melee Action component to have an idea of what is going on, and whether the item has started (or tried to) being used, and is waiting for completion. I can offer you a screenshare for free to take a look directly at this if you're interested.
Hi, are you talking about this Debugging?
 

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Yes, and you can also put Debug.Log lines in StartStopUse.OnUpdate to see why exactly the task keeps returning a Running status. You can record a full video with the characters chopping a few trees and then stumbling upon the bug, showing all of the debug info so we can see the differences with previous successful chopping actions.
 
Hmmm, do you have the Seek task active at the same time as Start Stop Use ? Could you show use the whole tree in a video as well ?
You mentioned at the beginning that it was fine with just a single NPC, does disabling or removing the RVO controller change anything ?
 
Here is the whole tree and a second screenshot showing that when reproducing this error, it does not fall into the Seek branch.
If you disable the RVO controller, the NPCs will line up and the error will not occur, but they may get stuck.
I am sending 2 videos
 

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It turns out that when I called Use, the animator controller would sometimes switch to Moving mode for one frame, causing Running to be enabled. I'll figure out why this happens now. Thanks)
 
Ah, by any chance are both your moving and chopping animation states on the same layer ? (The Base one I would assume) I would recommend taking example on the Demo animator and have movement animations on the Base layer and item usage animations on the Arms/Upperbody/Full Body ones. If you have moving and attack animations on the Base layer, you risk getting the latter cancelled by the former as movement transition conditions can be easily met.
 
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