I am attempting to use the UCC for AI controlled, humanoid enemies in a 3D RPG, but I notice though that the animator controller's Yaw parameter stays at zero when using either the NavMeshAgentMovement ability or RotateTowards ability. We are using root motion for both position and rotation. I've tried combat, adventure, and RPG movement types but don't see much of a difference. What is the typical movement type for this? Or is a custom movement type necessary?
The desired behavior is that the enemies begin pathing towards the player once the player comes within aggro range (via the Nav Mesh Agent Movement ability). They stop pathing once they're within attack range, instead turning to face the player (via the RotateTowards ability). The enemies have animations for forward movement, turning, moving forward while turning, and, in some cases, strafing, so ideally they should use a combination of forward movement and strafing to move towards the player, while rotating to face the player (the strafing should zero out once they're facing the player). Looking at the animator controller, Behavior Designer behavior tree, and Ultimate Character Locomotion component during gameplay, everything seems to be in order except that the Yaw parameter remains at 0, so the turn animations never get triggered.
I also recently noticed that the ILookSource component is listed as a requirement for AI controlled characters. What does this component do in this context? We already have a component that produces headtracking, and it seems to be working.
Thanks!
The desired behavior is that the enemies begin pathing towards the player once the player comes within aggro range (via the Nav Mesh Agent Movement ability). They stop pathing once they're within attack range, instead turning to face the player (via the RotateTowards ability). The enemies have animations for forward movement, turning, moving forward while turning, and, in some cases, strafing, so ideally they should use a combination of forward movement and strafing to move towards the player, while rotating to face the player (the strafing should zero out once they're facing the player). Looking at the animator controller, Behavior Designer behavior tree, and Ultimate Character Locomotion component during gameplay, everything seems to be in order except that the Yaw parameter remains at 0, so the turn animations never get triggered.
I also recently noticed that the ILookSource component is listed as a requirement for AI controlled characters. What does this component do in this context? We already have a component that produces headtracking, and it seems to be working.
Thanks!