Enemies become popcorn

I tested it.
It doesn’t hit a breakpoint.
But it seems you have found the problem.

If you have a weapon, it will fly.
But the weapon’s skeletal mesh and collision are off.

Could it be the enemy weapons?
I see them pop only when they stand near each other, even if they are far away from the player.

The attack function is shared with the player.

I checked all the enemy weapon collisions, but it is not used.

skeletal mesh
image
capsule
image

If it’s not collisions and it’s not the enemy code you wrote, maybe it is something in the AI logic? I see “Speed” and “MoveTo.” Try only having one connected and playing. Then try the other one.

The test results were the same…

If you remove either one of those things, the way they behave should change drastically. If you remove both, they should just stand there. If that’s not the case, then this AI isn’t driving them at all. Something else is.

Speed ​​determines the speed when moving to, and move to is all about movement.
If you cut both, it won’t fly.

I’m really determined to find out what this is :stuck_out_tongue:

Can you show all the components on the enemies?
Also, does it happen when all the enemies have no swords?

1 Like

image


image

I find this!! thank!!

What was it? :eyes:

1 Like

What was it? :eyes:

1 Like

I checked all the blueprints, C++ code, etc… no problem.
For testing in the past, I’ve copied and pasted them with alt+w while touching the enemy’s collision in the viewport.
So the crash I tested was the problem.
When checking Actors, it’s a good idea to check which Actors are lying in the viewport. T.T