Hi guys and gals,
I’m running a 1 man show right now doing basically everything and this kind of stuff is slowly getting way overboard…
I presently have a single blueprint for each individual enemy pawn (character model essentially)
So you can visualize this, the tree of characters:
Group1 has 5 model/mesh variants (1 ai controller 1 BT, 1 BB, 3 tasks) (weak enemy)
Group2 has 5 model/mesh variants (1 ai controller 1 BT, 1 BB, 3 tasks) (medium enemy)
special guy 1 (1 ai controller 1 BT, 1 BB, 3 tasks) (Strong)
special guy 2 (1 ai controller 1 BT, 1 BB, 3 tasks) (very strong)
special guy 3 (1 ai controller 1 BT, 1 BB, 3 tasks) (WTF strong)
All of the AIC, BT BB and Tasks are very similar with different tweaks in them for the different groups.
They all have different configurations and AI behavior patterns.
I want to add more too making the 6th set of all that, but its getting REALLY horrible to change a common thing on every single one of these all the time for slight changes and I have some major overhaul to do in the AI department. Since I am sure this won’t be the last time its time to reorganize!
Major adjustments to AI and animation handling are coming and jeez…It will take me a week to exact all these changes on each one of these.
Isn’t there a way I can have a master (6 in this case) that has all the main stuff they all have in common, and A secondary BP of some sort handling the differences?? I know there’s masters and instances with materials but I am somehow not getting how to use them properly. my head is exploding with the complexity.
I’m still using 4.9.2 because I’m afraid to migrate and break everything I have right now. Any assistance would be appreciated.