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
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.
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)
Not sure if it's on the cheat manager, but it definitely uses the UE builtin fly, customizing its speed and acceleration
Yeah, player config is setting the same values on the movement component.
PUM is setting them when its fly is enabled, idk when player config is setting them
player config sets the values on a timer
I don't really see anyway to know how fly mode was activated
I guess PUM is enabling it with this function

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 lolWhy are you setting it on a timer though?
PUM always resets that to the original value at the end
How do you know when a new character is spawned (in BP)
I use the timer so it always gets set
Kinda overkill, but with a mixin lol
There must be a way
I've never found a delegate for it in BP
This should work for now, but I'll need to redesign this mod soon.

Should use a soft class reference, else that asset won't load when PUM isn't there
I'm not sure how to do that. I thought the IsValid would handle the case that it could not find the actor.
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 textI 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)