Version 2.2.6 of the Ultimate Character Controller is making its way to the Opsive Store and the Asset Store. This is the base version for the upcoming Deathmatch AI Kit release. If you are coming from a version prior to 2.2 there are some manual changes required in order to update. See this page for details.
This version contains the following changes:
- Free look view type can rotate with the character.
- Added the ability for the ItemSetAbilityBase to be able to start even when Use or Reload is active.
- Added the option to still use an item if the cursor is over the UI.
- Added the OnUseAbilityUsedItem event which is executed when the item is used
- Added the PathfindingMovement.AllowMovementInAir.
- Added Respawner.CancelRespawn.
- Added ThrowableItem.InfiniteUse.
- Fixed double jump ability index from not being set.
- Fixed ViewTypeChangeEvent from not triggering for enabled ViewType.
- Moved Physics.IgnoreColliders from the Drive ability to the IDriveSource.
- Added the fourth parameter to INetworkCharacter.SetPositionAndRotation.
- CrosshairsMonitor will reset the spread when the Visiblity is set to false.
- Fixed nondominant CharacterIK hand from not rotating correctly.
- Fixed grenade from not being enabled correctly with the bow/shield.
- CharacterLayerManager can use the state system to set states.
- Fixed ability from not correctly starting when the input button has been pressed in a previous frame.
- Fixed Projectile from not disabling itself when the destruction delay is longer than the lifespan.
- Fixed Drive from setting the GravityDirection when teleporting into the vehicle.
- Fixed demo scene arrows from not working.
- Magic Items can specify a Origin Object Location ID.
- Fixed ShootableWeapon scope from enabling when not equipped.
- ShootableWeapon DryFire will play when a use attribute is depleted.
- Removed the virtual Ability.Enabled property so the preset can specify an Enabled value.
- Fixed agent from getting stuck with a NavMeshAgent while at the bottom of a drop off mesh link.
- Exposed the default footstep volume.
- Added PathfindingMovement.HasArrived.
- Fixed ragdoll characters from detecting collisions with the main collider.
- Fixed the first person culling mask from not being set correctly with URP (thanks Andrew/Joe).
- Fixed execution order for when Move Towards is immediately positioned.
- Character will not push rigidbodies who are not in the solid object layer mask.
- Fixed holster from being deactivated when the item is dropped and not equipped.
- Fixed Inventory from not correctly detecting if a runtime pickup has already been added.
- Fixed magic from not using the correct look source direction.
- Fixed shootable weapon from dropping multiple clips due to repeated animation events.
- Fixed top down movement type from not moving in the correct direction with an angled camera.
- Fixed item from being able to be used when there isn’t enough of the attribute.
- Item will not be holstered if it doesn’t exist in the inventory.
- Fixed character from requesting a camera yaw when the camera is disabled.
- Updated the following integrations:
- A* Pathfinding Project
- Behavior Designer
- Dialogue System
- FinalIK
- Horse Animset Pro
- Input System
- Love/Hate
- Quest System
- Ultimate Inventory System