Add diagnostic logs to OnRep_ConversationState for head tracking debug
Logs NetConversatingPawn, PostureComponent availability, and TargetActor assignment to diagnose why head tracking doesn't work on remote clients. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@ -1213,6 +1213,14 @@ void UPS_AI_ConvAgent_ElevenLabsComponent::OnRep_ConversationState()
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{
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AActor* Owner = GetOwner();
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UE_LOG(LogPS_AI_ConvAgent_ElevenLabs, Log,
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TEXT("[NET-REP] OnRep_ConversationState — bNetIsConversing=%s NetConversatingPawn=%s NetConversatingPlayer=%s Owner=%s Role=%d"),
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bNetIsConversing ? TEXT("true") : TEXT("false"),
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NetConversatingPawn ? *NetConversatingPawn->GetName() : TEXT("NULL"),
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NetConversatingPlayer ? *NetConversatingPlayer->GetName() : TEXT("NULL"),
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Owner ? *Owner->GetName() : TEXT("NULL"),
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static_cast<int32>(GetOwnerRole()));
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if (Owner)
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{
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// Update posture target on all clients so the NPC head/eyes track the
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@ -1228,13 +1236,24 @@ void UPS_AI_ConvAgent_ElevenLabsComponent::OnRep_ConversationState()
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Posture->TargetActor = NetConversatingPawn;
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Posture->ResetBodyTarget();
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Posture->bEnableBodyTracking = true;
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UE_LOG(LogPS_AI_ConvAgent_ElevenLabs, Log,
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TEXT("[NET-REP] Posture TargetActor set to %s"), *NetConversatingPawn->GetName());
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}
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else
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{
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Posture->TargetActor = nullptr;
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Posture->bEnableBodyTracking = false;
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UE_LOG(LogPS_AI_ConvAgent_ElevenLabs, Warning,
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TEXT("[NET-REP] Posture TargetActor cleared — bNetIsConversing=%s Pawn=%s"),
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bNetIsConversing ? TEXT("true") : TEXT("false"),
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NetConversatingPawn ? TEXT("valid") : TEXT("NULL"));
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}
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}
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else
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{
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UE_LOG(LogPS_AI_ConvAgent_ElevenLabs, Warning,
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TEXT("[NET-REP] PostureComponent NOT FOUND on %s"), *Owner->GetName());
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}
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// Activate/deactivate facial expressions and lip sync for remote clients.
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// On the server, this is handled by OnAgentConnected/OnAgentDisconnected,
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