Fix bugs in animation queue handling, and add animation timeouts

This commit is contained in:
2025-07-02 16:01:18 -04:00
parent c0307b970b
commit fd453e6b30
9 changed files with 251 additions and 106 deletions

View File

@@ -155,6 +155,13 @@ void ALuprexGameModeBase::UpdateTangibles() {
for (int i = 0; i < alltans.Num(); i++) {
alltans[i]->UpdateAnimationQueue(allqueues[i]);
}
// Debugging hook.
volatile bool printaqs = false;
if (printaqs) {
for (int i = 0; i < alltans.Num(); i++) {
UE_LOG(LogLuprex, Display, TEXT("\n--- AQ of %ld ---\n%s\n"), allids[i], *(alltans[i]->AnimTracker.DebugString()));
}
}
}
// This is where we run the blueprint code that updates animation
// states. Be aware that the blueprint code could call back