Hi @LMo sorry for the late reply. In fact I have just started with the implementaiton, as there were so many other things to do. The VO part seems to work already, It's been just a couple of days, but once I'm done with the implementation, I'll try …
Hi Chris, in my game I'm pretty much rebinding everything in runtime, although for testing purposes I just created a timeline with a head-turn track, and manually assigned a character and a head-turn clip to it. As i said, it's very weird because wh…
Yes exactly! Totally understand :) And honestly you have really achieved something really amazing in general with AC. When I started with "Harold Halibut" I used Unity for the first time, and I couldn't write a single line of code and AC r…
Hmm yes I thought that it might be a ittle more complicated.. how about having tooltips for parameters then? Setting the Integer is already the way I'm handling it, but having to look into the action list which is called with the RunActionList actio…
Thanks, yes I'm referring to the target. Would it technically be possible to implement the constant ID system for that? Otherwise it would involve quite a lot of custom scripting.
Hi Chris, thank you I just tested it, and I now understand what you mean with "it often triggers every frame", but it's still very useful and worked great, especially for my use case, where I only need that info at the end of a path, in wh…
Hi Chris,
Well the main difference still would be that we can exactly know „when“ AC Updates the Look Direction. In our case, when we use the pathfinding, its updated once when the character reaches the point we define. Even if it was called every…
@ChrisIceBox: Just saw the 1.71.4 release notes and just wanted to say: You are amazing!!! Didn't expect the adressables thing to be in so fast, and also the head turn track was something I was thinking about creating... this one almost feels like a…
Thanks for this great update Chris!
One Question though regarding the adressables integration: Wouldn't it make sense to integrate it in the regular speech action (possibly using defines and adding an option in the game editor settings). The way it…
Sorry I have totally missed your reply. As it is right now there are basically two options for “structuring” ALs:
1. Using sub-actionlists, which gets really confusing once there are several layers (in our case we have a scene selection action lis…