Animation Editor: Live Debug Tutorial – Arma Reforger
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Here is how to use it in few steps: | Here is how to use it in few steps: | ||
* Start the scenario in '''World Editor''' or in the game itself. | * Start the scenario in '''World Editor''' or in the game itself. | ||
** [ | ** [enfusion://ResourceManager/~ArmaReforger:worlds/MP/MpTest.ent MpTest world] is a good candidate for isolated tests | ||
* Open the '''Animation Editor''' and load animation workspace you would like to debug. | * Open the '''Animation Editor''' and load animation workspace you would like to debug. | ||
** If you are trying to debug some '''entity''' ''(like weapon)'', make sure that it is present in the world | ** If you are trying to debug some '''entity''' ''(like weapon)'', make sure that it is present in the world |
Latest revision as of 12:31, 22 March 2023
Live animation debugging can be useful to observe and record in-game animation evaluation.
Here is how to use it in few steps:
- Start the scenario in World Editor or in the game itself.
- MpTest world is a good candidate for isolated tests
- Open the Animation Editor and load animation workspace you would like to debug.
- If you are trying to debug some entity (like weapon), make sure that it is present in the world
- In Live Debug, press Fetch. This will list all available instances and then you can Attach to one of the returned.
- The editor should now record whatever happens to animation in-game. You can pause and rewind, check the set variables, commands and returned events and tags.
Troubleshooting
- The animation debugging can be disabled. You can jumpstart it in Diag Menu (win+alt) under Animation > Start Debugger. Triggering the variable starts the debugger and the variable returns to false.
- Game is not updating when alt-tabbed to editor. This way it cannot submit any reports to the editor. Make sure that the game runs with forced updates on.