Conflict between Player Config and Pak Mod

When using both of these mods together It causes Pak's Fly mode to reset the flight speed back to normal AGS speed. With or without the AGS flight setting enabled.
17 Replies
Rammarcyna
RammarcynaOP2mo ago
Fyi @Mircea (Area Actions) @D4rk There is no crash. Just speed of flight keeps getting reset. and you have to retype !fly (Speed) to reenable that speed.
D4rk
D4rk2mo ago
That is probably my fault, I'm not checking if anything is active before setting the value. I'll look into it. AGS fly and PUM fly are two separate things iirc, but I don't remember what PUM is enabling, or how to check if it is enabled. Is it on the cheat manager? @Mircea (Area Actions)
Mircea
Mircea2mo ago
Not sure if it's on the cheat manager, but it definitely uses the UE builtin fly, customizing its speed and acceleration
D4rk
D4rk2mo ago
Yeah, player config is setting the same values on the movement component.
Mircea
Mircea2mo ago
PUM is setting them when its fly is enabled, idk when player config is setting them
D4rk
D4rk2mo ago
player config sets the values on a timer I don't really see anyway to know how fly mode was activated
D4rk
D4rk2mo ago
I guess PUM is enabling it with this function
No description
D4rk
D4rk2mo ago
nm, FGCharacterPlayer->ServerCheatFly Looks like the only way I could know if fly was enabled by PUM is to check UtilityModSaved->IsFly I'd rather not do it that way lol
Mircea
Mircea2mo ago
Why are you setting it on a timer though? PUM always resets that to the original value at the end
D4rk
D4rk2mo ago
How do you know when a new character is spawned (in BP) I use the timer so it always gets set
Mircea
Mircea2mo ago
Kinda overkill, but with a mixin lol There must be a way
D4rk
D4rk2mo ago
I've never found a delegate for it in BP
D4rk
D4rk2mo ago
This should work for now, but I'll need to redesign this mod soon.
No description
Mircea
Mircea2mo ago
Should use a soft class reference, else that asset won't load when PUM isn't there
D4rk
D4rk2mo ago
I'm not sure how to do that. I thought the IsValid would handle the case that it could not find the actor.
Mircea
Mircea2mo ago
I don't have actual function names for BP, but for cpp it would be something like FSoftClassPath(TEXT("/path/to/thing")).TryLoad() BP will still let you just select the class for the soft class path, you don't need it in text
D4rk
D4rk2mo ago
I think I'm going to handle this a different way because that only fixes the problem for that specific case. I at least need some enable/disable bools for each option and some way to know when a new pawn is spawned (probably with a mixin, as you suggested)

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