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In addition, damage values were in the AnimNotify, which I personally disagree with. I feel that it should originate in the GA but I'm still brainstorming a more data-driven approach for easy modification.
In addition, damage values were in the AnimNotify, which I personally disagree with. I feel that it should originate in the GA but I'm still brainstorming a more data-driven approach for easy modification.
Quick implementation of a feature from Bayonetta, where if an attack would kill you, they give you exactly 1HP as a sort of "one last chance".
Attribute Set basically checks if the owner has a tag (provided by GE_LastStand). If so, activate this alternative damage calculation.
Quick implementation of a feature from Bayonetta, where if an attack would kill you, they give you exactly 1HP as a sort of "one last chance".
Attribute Set basically checks if the owner has a tag (provided by GE_LastStand). If so, activate this alternative damage calculation.
Next up is implementing death. Lyra's jumps all over the place, making it a tricky to follow. I'm hoping to make a flexible death GA so any object with health can easily utilize it.
Next up is implementing death. Lyra's jumps all over the place, making it a tricky to follow. I'm hoping to make a flexible death GA so any object with health can easily utilize it.
Default health is automatically read by the Health Component and used as a SetByCaller magnitude for GE_InitialHealth, which sets the owner's health.
Default health is automatically read by the Health Component and used as a SetByCaller magnitude for GE_InitialHealth, which sets the owner's health.
Definitely agree on UE being overengineered for solo dev because there's so much to learn haha
Definitely agree on UE being overengineered for solo dev because there's so much to learn haha
Clearly, I'm not someone who writes frequently and it shows, ha ha. But, it's nice to have a less ephemeral place to document my thoughts so check a look if you're interested.
chrysaoravioli.tumblr.com/post/8027353...
Clearly, I'm not someone who writes frequently and it shows, ha ha. But, it's nice to have a less ephemeral place to document my thoughts so check a look if you're interested.
chrysaoravioli.tumblr.com/post/8027353...
Gameplay Abilities don't have a native tick function but Ability Tasks do. Just have to go through some trouble of setting it up in C++ and bam, I can do a trace as the player moves.
Gameplay Abilities don't have a native tick function but Ability Tasks do. Just have to go through some trouble of setting it up in C++ and bam, I can do a trace as the player moves.
Instead, here's an image of my "version control".
I don't know how to set it up so I'm just packaging the plugin every week or so and zipping up the contents to a backup hard drive 🫡
Instead, here's an image of my "version control".
I don't know how to set it up so I'm just packaging the plugin every week or so and zipping up the contents to a backup hard drive 🫡