I was actually able to get the mesh when using my iron weapon child actor, but I couldn’t change the parent socket, so I just had a floating sword following the unit actor. Your option sounds easier to implement.
I have actually been watching tutorials and documentation for months, but everything blends together because there are so many different ways to do the same thing. And due to my inexperience my comprehension is pretty bad when reading these things. I feel like I don’t understand things unless I try them, so I wanted to build my fundamentals with experience. It is pretty rough, and I understand when to use them, I just need to learn how. Thanks for the links, I feel a bit stupid not googling it
My function is the one pictured in 4, it’s basically just a bunch of float additions and substractions taken from the unit stats and weapon stats to get the combat data of an encounter (Chance to hit, critical hit chance, and damage). What I screenshot in 6 is the move_attack function that came with the package, I just wanted to know the general location of where I’d put the combat data function so that I can roll numbers against the hit chance and critical chance and get an updated damage value.
And on move_attack’s behavior, I just debugged it and it seems like the execution is actually passing through it when frame skipped, but when I checked it in real time it doesn’t flow through it. It seems more like an unreal engine 4 bug, the flow only appeared when the game ended by killing the last unit. I was thinking that I broke it so I deleted what I’ve done and got a fresh slate of move_attack, but it was just the execution flow being glitched.
Thanks man. I hope I am not frustrating you or anything, I know I shouldn’t tackle something like this when just starting out. While I watched a bunch of documentation and tutorials, what I read isn’t retained in my head because by just reading I didn’t have anything to apply it to and remember. I want to learn the engine by using your package because of my love for tactical role playing games, and I feel that whatever I learn here I am going to remember more easily.