Zach Taylor Work Blog (Wk8)


Total Weekly Hours: 9 hrs

Lantern BP Functions: 8 hrs

"FollowPlayer" Function: 1 hr

For this week a spent almost all of my time troubleshooting BP_CoralPendant and its functionality. I made several iterations of the blueprint in an attempt to get the ShadowCreature destroyed upon the player entering the area and activating the CoralPendant with right mouse click. In its current state the player is still destroying the ShadowCreature even if the CoralPendant collision is not supposed to be activated. 

 (Fig 1)

(Fig 1) was the first iteration I had of the BP_CoralPendant which just destroys the ShadowCreature actor whenever the player is in close enough proximity. 

(Fig 2)

(Fig 2) is the current iteration of the BP_CoralPendant. I created a boolean variable to check IsCollisionEnabled? The boolean is originally set to be inactive and the branch node should decide whether the collision is disabled or not upon right mouse click. This had the same outcome as the first variation where right click is having no effect on the collision activation.



(Fig 3)

(Fig 3) was an attempt to create different damage outputs based on if OnCollisionEnter or Exit was activated. This made it so the BP_ShadowCreature was no longer being destroyed upon the player entering their collision area but the creature was also taking no damage at all (even with right click)

(Fig 4)

(Fig 4) was an attempt to disable and enable player input from entering the collision area, same outcome that occurred in Fig. 3


(Fig 5)

In (Fig 5) I decided to revisit nodes within BP_Player that attach the CoralPendant to the player’s WeaponSocket. I thought that this might be causing issues with the collision areas. When the CoralPendant becomes attached to the socket does its collision area just become an extension of the player? 


(Fig 6)

Due to not finding a solution with the ShadowCreature interaction I decided to work on a "FollowPlayer" function, which is what the Shadow Creatures will do in the game. In (Fig 6)  I changed BP_ShadowCreature to a pawn class because BP_ShadowCreature could not reference itself in Ai Move To until it was switched to a Pawn class. Currently the creature is not moving at all no matter how close the player gets to it. The NavMeshBounds should be the designated area within the scene that the creature can move but the pawn is creating a void beneath itself as seen below in (Fig 7)

(Fig 7)

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