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Fast Resonance 1.0.4
Fixed
- Address the suspected initialization race behind #2 by handing setup to the
game thread once, instead of submitting immediately runnable montage retries from the
loader while it is still initializing the mod. - Gate combat work on the mission actor's readiness and active status. Cancel
session work on mission ending, actor EndPlay, map travel, and save reload. - Recover an existing mission after mod reload without scanning resident
montages, and retry incomplete choreography hook discovery after relevant
mission or class events. - Refresh reused montage rates from presentation events so subsequent uses
respect changed settings, including restoring vanilla timing when disabled. - Resolve choreography functions by their exact asset paths. The previous
FindObject("Class", ...)lookup excludes the game's generated state-machine
class and leaves preloaded choreography unhooked after mission activation. - Log completion of all three choreography hooks and identify missing functions
when bounded discovery expires. - Compare level owning worlds when filtering mission playback. The mission actor
can report a streamed_Gameplayworld while characters and cinematics report
_Root; comparing those raw pointers incorrectly rejected both animation and
camera acceleration. ResolvePersistentLevel.OwningWorldbefore comparison.
Both abilities' playback acceleration was verified in-game, including Shared
Suffering's confirmation sequence and final delay. The intermittent startup
crash still requires confirmation on the affected user's Wine/Proton setup;
automated coverage models lifecycle and scheduling boundaries rather than
UE4SS's native thread race.