u/Citizen_Gamer

Can someone help me figure out why this is failing?

Can someone help me figure out why this is failing?

Once this enemy detects the player, its supposed to use it's ability every 10 seconds, and while that's on cool down, move toward the player and melee attack them when they are in range. Right now, the AttackTarget task keeps firing over and over even though it's supposed to wait for the attack function to return the duration of the animation plus another 1 second delay. I have the check box for "ignore restart self" checked, assuming that would prevent it from triggering again before it finishes.

The strings being printed indicate the state of my "isInMeleeRange" bool, and when the attack task and attack functions are triggered.

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u/Citizen_Gamer — 6 days ago

The way I have my enemy's behavior tree set up (see image in comments), the intention is that once it sees the player, it uses it's ability which then goes on a 10 second cooldown. While it's on cooldown, the enemy is supposed to move toward the player and once in range, attack. The idea is that they continue to attack until their ability is off cooldown, and then everything repeats. However, once my enemy reaches the player, they attack once, and then wait until the ability is off cooldown instead of continuously attacking. So their behavior goes:

Ability -> Chase - > Attack -> Wait for cooldown -> Repeat

But what I want is:

Ability -> Chase - > Attack -> Attack -> Attack -> Repeat

What do I need to modify to make this work as intended?

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u/Citizen_Gamer — 8 days ago

I have a niagara effect attached to an enemy that spawns several fireballs that fly in different directions and then cause little explosions when they hit the ground. Is there any way to apply damage based on where the fireballs go? I tried:

On Component Begin Overlap (Niagara) -> Cast to First Person Character -> Apply Damage

But this doesn't appear to be generating overlap events based on a print string that never gets triggered.

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u/Citizen_Gamer — 10 days ago

I have several static meshes for buildings that incorporate wood and stone surfaces with separate materials for each. I applied the appropriate physical material to each, but my footsteps and weapon attacks are applying the wood material effects to all surfaces. The static mesh itself has no physical material set in either the mesh or the mesh instance. Any ideas what could be happening?

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u/Citizen_Gamer — 13 days ago

I am currently using "Event ActorBeginOverlap" and checking if the overlapped actor is a water body to determine when to play my water footstep sounds. However, sometimes it works and sometimes it doesn't, and I can't figure out why. Is there a better way? I'll post a screenshot of my blueprint in the comments.

I tried giving my water a physical material, which is how I'm determining all my other footstep sounds, but it didn't work either.

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u/Citizen_Gamer — 14 days ago

This may be a dumb question, but is it possible (and advisable) to pre-load shaders when playing in the editor? The constant stutters and screen flashes when a new shader is loaded is really annoying.

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u/Citizen_Gamer — 18 days ago