Anthony Python
Anthony Python
I believe maybe there is a problem with animation as well, my animation only had 33 frames but when imported it had many more frames and was very slow it...
As far as I know they shouldn't have any keys, only the parts that are animated, when I tried last time but I will look later. but regardless it would...
Like the montages yes something like that, with the layer blending. It would be rather bad to have to make say a pain flinch animation for every weapon pose/ stance
will do so, it is rather odd behavior as you say.
I did not have much time today to do much testing before work, but I made this so you are aware of it.
> Is there any relation to this issue when it comes to NavAgent movement? #5878 > > Do they refuse to move, or can you not make valid paths/get valid...
Update I was able to get a couple points at least one time, but the nav agent still fails, despite simple path returning a couple of points am not sure...
More info it seems this is more of a general problem with navmesh generation on large meshes I got the same result using a large .vmap and it also created...
update, they also don't appear when opening a saved scene, this is problematic as my jam game uses terrains. I rather not have to use a giant mesh for performance...
yes this seems to be a issue with it ending the video regardless and purging said video, this is problematic for looping media 