[= ;111177]
Hi ,
Try dragging the Hit Actor return pin to the Destroy Actor target. It is currently being fed a variable for a blueprint of the BasicAI2 type, but that will not specify which exact actor to destroy. By connecting the Hit Actor to the destroy, you are telling the BP what to destroy specifically.
Also, you may wish to look into Timers, as the Retriggerable Delay method that you are using for a looping call is not a performance-friendly way of accomplishing an auto-fire gun.
Let me know if that works for you.
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Thanks a lot for the response!
However i still cant seem to get it right, or maybe i am following your advice incorrectly. Maybe could it be a setting to do with collision that i changed and is causing it not to work?
Also i tried to change the actor for the ‘==’ which outputs the bool with my ‘AI’ static Mesh body, but that still did not work. Again i did mess around with some collision settings, so i don`t know if that could be a cause. I can post the settings if i makes any difference. When i look at the debug filter for my blueprint, it show that it executes up to the branch, but no further.
Also, thanks a lot for the advice on the timers! I did notice big performance hits with the previous setup. I tried to set it up and it appears to work perfectly! But does it matter using a ‘Pause Timer’ or ‘Clear Timer’? Does it matter? Last question, are ‘Delay’ nodes a bad idea for rapid executions generally? as i currently have a delay involved in the spawning of my AI, however the delay is set to every 6 seconds so i am hoping that ok and isnt going to affect performance too much correct? Thanks for the advice!
Here is my blueprint now.
