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Description
simulated function DLCInfoPostInitAnimTree(SkeletalMeshComponent SkelComp)
{
local array<X2DownloadableContentInfo> DLCInfos;
local X2DownloadableContentInfo DLCInfo;
local XGUnit Unit;
local XComGameState_Unit UnitState;
Unit = XGUnit(GetGameUnit());
if (Unit != none)
{
UnitState = Unit.GetVisualizedGameState();
}
// Issue #212 use CHDLCHookManager
DLCInfos = `DLCHOOKMGR.GetDLCInfos('UnitPawnPostInitAnimTree');
foreach DLCInfos(DLCInfo)
{
DLCInfo.UnitPawnPostInitAnimTree(UnitState, self, SkelComp);
}
}
This function is called in PostInitAnimTree event function in XComUnitPawnNativeBase, and PostInitAnimTree is called when a pawn is spawned with Spawn function
Issue is that this hook happens too early: because pawn is still spawning, it has no ObjectID, no UnitState, no GameUnit, so you can't retrieve the state from which this pawn was created from
Either somehow fix this hook or issue a disclaimer that UnitState parameter will always be none
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