So I’ve downloaded and checked out the ActionRPG project, it looks great! I’m really thankful to everyone in Epic who worked on this, as an example for how to use GameplayAbilities. I was waiting for this before really digging into them.
That being said, there seem to be a LOT of problems with this project, which is quite surprising to me. I don’t have time to dig through and find all the problems (yet), but I fully intend to do so, then apply what fixes I can.
So far that I’ve found…
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Autoplay works, but not really. The AI has numerous problems, such as continuing to attack enemies who are already dead for several attacks, and the entire DebugUpdate event doesn’t work by default, so none of that logic functions.
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The logic for DebugUpdate is flawed to begin with, as the AI almost never uses a potion. Most likely due to being interrupted at the same time as starting it. I’d move that logic elsewhere, using a different check for health out of combat so that healing could be successful.
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CanUseAnyAbility is using flawed logic, only really checking if a skill (magic) is being cast. This allows for spamming of any number of other combinations of Dodge, Attack, and weapon swaps. None of these should be able to interrupt the others. I can attack much faster than intended by using Dodge and Swap interrupts.
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Weapon swap is problematic in general, and can quite often result in weapons using the wrong animation montages or damage values. This extends beyond the current combo, and I can relatively reliably have the sword using hammer attacks at lower damage values, as one example.
Secondarily, occasionally problems will occur with the potion or skill abilities, and even after swapping from mana to health, and meteor shower to another ability, the effect remains the same even though the UI icon changes. This doesn’t appear to happen often, and I’ve yet to nail down where the problem is starting from.
Third, equipping and unequipping weapons causes problems at times, either assuming there is no weapon equipped and being unable to attack with the equipped weapon, or conversely attacking unarmed. The latter is more reliably triggered during autoplay.
- While enemies cannot damage each other with melee attacks, their ranged attacks can. I’m unsure if this is intentional, I would assume not.
I’ll dig through and look for more, this is what I’ve found in the past hour since downloading it.