# Troubleshooting & FAQ

## Troubleshooting & FAQ

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

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### 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.

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### 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.

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### 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.

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### 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.

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### 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.

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### 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.

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### 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**.

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### 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.

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### Still stuck?

* Join the community at <https://discord.com/invite/MapKXwNeDz>
* We will help you get the exact reaction that you want to get
