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I added some custom stance gameplay tags where required, then added a 'force' for the tag to be set from another post here that said it had to do so to make it function to begin with.
When I call Set Desired Stance (it's currently being set on a RepNotify for driving, for example) it doesn't always seem to update across the network, and thus the character isn't in the driving animation on other clients.
Void AAlsCharacter::ApplyDesiredStance()
{
if (!LocomotionAction.IsValid())
{
Stance = DesiredStance; // < Added this line to force custom stances
if (LocomotionMode == AlsLocomotionModeTags::Grounded)
If I'm calling this setup wrong to change the character's stance with Set Desired Stance, what is the preferred method for actually changing the character stance to add other actions / states to ALS Refactored?
The text was updated successfully, but these errors were encountered:
Repository owner
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May 13, 2024
I added some custom stance gameplay tags where required, then added a 'force' for the tag to be set from another post here that said it had to do so to make it function to begin with.
When I call Set Desired Stance (it's currently being set on a RepNotify for driving, for example) it doesn't always seem to update across the network, and thus the character isn't in the driving animation on other clients.
If I'm calling this setup wrong to change the character's stance with Set Desired Stance, what is the preferred method for actually changing the character stance to add other actions / states to ALS Refactored?
The text was updated successfully, but these errors were encountered: