Overall NPC Spawner looks very interesting, and is a major progress.
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It would be great to have a Modifier that attaches a prop or VFX to existing Cosmetic. So that we can have various effects without creating a copy of the character model (given skeleton seems to already have all those attachment points). And being able to do that dynamically would also be great, for gameplay-driven effects.
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Create Custom NPC Behavior should include the full behavior file. Step-by-step guide is also useful, but is hard to understand the outcome without the full file.
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It is not clear how to make a custom NPC shoot a certain target (ideally a
vector3
rather than a whole agent). Note: “shoot” can be positive as well, if they have chug cannon or similar. -
It is not clear how to detect and react to various events in the default behavior, e.g. that guard is alerted, shooting, lost target and so on.
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It is not 100% clear how to play built-in emotes using
PlayAnimationController
. -
On that front, it would also be great if we could detect which emote the player is making, and repeat that. NPCs repeating your emotes feel aligned with the goal of promoting shop content. Lego does the same.
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PlayAnimationController
is good, now I feel it would be great to be able to get it fromplayer
as well. E.g. to make player cough when infected, or fall when slipping (probably would work best combine with stasis).