You don't need to write a custom Action - using a custom script function avoids you having to do that.
Create a new C# script and place the code above inside it. So if your script is named e.g. UpdateJumpSpeed.cs, it would look like this:
using U…
What is it specifically you're having the player do?
The "Time" menu element type is meant for built-in timed situations such as Conversations and Quick-Time events. If your gameplay involves pressing a particular button in time, you cou…
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The event will trigger for all interactions, though you can read the properties of the Button parameter if you want to filter them.
If this effect is intended for all Hotspots - not just specific ones - only one instance of the script is ne…
You'll need to use scripting to set an Integer global variable's value to the original scene's index before leaving it. Create a new variable named e.g. OriginalSceneIndex and paste this code into a new C# script:
public void UpdateSceneIndexVaria…
And your "Input method" is still set to "Mouse And Keyboard"?
What is the effect of setting your "Free-aim acceleration" to zero?
This looks like a proper project - not the empty one we talked about earlier. If you s…
What value are you looking to change it to, if over 10?
The height of a jump is determined not just the jump speed, but also the properties of the character's Rigidbody - i.e. mass, etc.
To change the value of any Manager property through script, …
What's the context of the cutscene that plays? Is it a cutaway scene that involves other characters, or is the player character also on-screen?
If the former, you're probably best off by switching the actual player-character to one that's present …
Your project as a whole shouldn't be searched - only Resources folders. Even if you haven't created them yourself, they are used by the two demo games - but the aren't necessary for AC to run. Backing up first, you should be fine to delete both th…
What's your AC version?
The warning you're getting suggests that the asset bundle hasn't been loaded - the Resources folders are being searched because there is no asset bundle loaded to read from. Are you getting a warning further up the Console …
Your screenshots show two OnStart ActionLists and moments of gameplay - it's not clear what the context is.
In what order are things occuring, and at which point during the cutscene are you skipping it?
Who is your default player, how many players…
You can incorporate whatever change you need into the Hotspot's Interaction ActionList - either by using a custom Action, or with the Object: Call event / Object: Send message Actions to trigger a function in a custom script.
It's also possible to …
AC will rely on the scene's "Main" camera for raycasting, and IIRC Opsive's main camera needs to be tagged as such.
However, it is possible to force a specific camera to be considered AC's main camera by first checking Cache 'Camera.main'…
@Eldritch: Can you share a shot of the ActionList, and details of the state of your various players at the moment it's run, in a new thread in Technical Q&A?
Saved data related to the scene is loaded upon re-entering it, but how long this takes is made up of a number of factors - not just the state of the Resources folder.
What is your AC version, and what exactly does your scene and Player comprise of?…
I think it'll be best to make sure we're on the same page on exactly what the issue is.
The amount that the camera turns should be related to how far you move the mouse - the "speed" of the mouse movement shouldn't really factor into thin…
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Sounds right. The movement method should indeed change the moment an Action that is set to update it is run.
Are you detecting changes to the method by viewing the Settings Manager at runtime? It may not update at the exact moment the val…
Welcome to the community, @digitallywired.
I'm aware that there are those who have succesfully integrated AC with VR, but officially this isn't a supported platform. That said, steps have been taken to try to aid those looking to tackle it themsel…
Regarding AC's UCC integration: I am currently looking into providing a tighter integration, with UCC being used for movement the whole time - as opposed to AC taking over motion duties during cutscenes.
However, UCC is a complex asset so it is tak…