I’ve made an enemy, with a Behavior tree,etc. I made a child of said enemy. And put a sword in its hand, and set it up to randomly block incoming attacks, It’ll play a parry recoil animation if i hit it and it’s already blocking, it’ll play a sound effect. and the enemy wont take damage when its doing so (blocking) as intended. The problem that I can’t seem to fix though is that whenever the enemy with the sword is blocking… The enemy without the sword (though it don’t play the block animation, or make the block sound etc.) wont take damage. until I kill the enemy with the sword, or he stops blocking. I’m not sure what I should do, or maybe I set everything up totally backwards/wrong? I have the custom events for the Blocking animation and canceling out damage and stuff set up on the PARENT BP. but I’ve got it set to “has tag” and then set the tag different on the child. Everything is working as it should besides the unarmed enemy still not taking damage when the armed enemy is blocking.
It’s totally a mess, I’m just starting out with unreal engine or anything of the sort! so i’m sorry. But this is the part of my characters BP where I sent my sword trace. when it Blocks, it’ll do a totally different sound. i’m assuming the problem is in here somewhere? I say that only because I have been able to get it to where The unarmed character will take damage when the armed one is blocking. But then the enemy thats blocking will no longer play the block recoil animation/sound. And it will just use the blood effect/camera shake as if it took damage regardless. >.<
The “Get all actors of class” is set to the parent BP.