ProceduralHitReactions
  • Welcome
  • Getting Started'
    • Getting Started
    • Core Concepts
  • Recipes & Workflows
  • Advanced
  • Modules
    • Reaction Profiles
    • BodyPartReactor
    • HitReactionController
    • HitReactionTrigger
  • Extra
    • Troubleshooting & FAQ
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  • Troubleshooting & FAQ
  • Q: My character spins wildly / bones flip upside‑down!
  • Q: Reactions stack up and never reset.
  • Q: Nothing happens when I shoot.
  • Q: Pelvis or feet slide when hit.
  • Q: Heavy impact feels too snappy.
  • Q: Network clients show different poses.
  • Q: Can I react to non‑physics events (e.g., scripted magic hit)?
  • Q: Are you planning more features?
  • Still stuck?
  1. Extra

Troubleshooting & FAQ

Troubleshooting & FAQ

Having issues? Start here. Most problems are fixed by double‑checking profile values or a single toggle on the BodyPartReactor.


Q: My character spins wildly / bones flip upside‑down!

A: 90 % of the time this is caused by Rotation Strength or Axis Mask values:

  1. Open the ReactionProfile in question.

  2. Lower Rotation Strength on Z (roll) to 0–2°.

  3. Set Rotation Axis Mask to (1,1,0) to disable roll entirely.

  4. If the bone still flips, make sure Use Local Hit Direction is enabled so axis masks apply in bone space.

Different bones respond differently—what looks great on the chest can be too strong on the head. Tweak per‑bone until it feels right.


Q: Reactions stack up and never reset.

A: Check Override On Hit and Blend Reset Mode on each reactor.

  • For rapid‑fire weapons, use ScaledCarryOver with a low Carry‑Over Scale (0.2–0.4).

  • For single heavy blows, keep Override On Hit off so the hit must finish before a new one starts.


Q: Nothing happens when I shoot.

  • Confirm the projectile carries a HitReactionTrigger.

  • Make sure the target bone has a BodyPartReactor and that it’s listed in the character’s HitReactionController.

  • Verify the projectile’s React Layers includes the target’s layer.

  • Lastly, ensure the Animator has a dedicated Reaction Layer (Override, Weight 1) and no state on that layer overrides weight.


Q: Pelvis or feet slide when hit.

Disable Translation in the profile or lock Y in Translation Axis Mask (1,0,1). Lower‑body bones rarely need positional offsets.


Q: Heavy impact feels too snappy.

Turn on Slow Blend Mode and set Slow Blend Multiplier to 0.3–0.5. This keeps strength but eases into the pose.


Q: Network clients show different poses.

Ensure every client loads the exact same ReactionProfile asset (GUID match). Sync the hit parameters (partName, dir, point) over RPC; do not send Euler angles.


Q: Can I react to non‑physics events (e.g., scripted magic hit)?

Yes. Call controller.React(part, dir, point) manually—see Recipes & Workflows ▸ Manual Calls.


Q: Are you planning more features?

Absolutely. We iterate on this asset continuously—expect gizmos, auto‑setup wizards, and extra blend modes in upcoming updates. Join our Discord to vote on features or report issues.


Still stuck?

  • We will help you get the exact reaction that you want to get

PreviousHitReactionTrigger

Last updated 10 days ago

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