Monokkel
(Monokkel)
January 4, 2019, 8:33pm
2493
Autowaaagh:
Thanks for the response man. I removed my generator like you asked and it does seem like that is the cause to part of the issue as I too was unable to replicate it by just placing my room BPs or using a (much simplified) version of my generator to mimic the adding of the rooms at runtime. However, part of the issue I was able to replicate, but I’m not sure if there’s really anything that can be done as I believe its just part of the way the toolkit is engineered because of the tile indexing. If a BP is placed so part/all of the child subgrid goes beyond the 0xy of the main grid, it ceases to become functional. I noticed that if you place a subgrid in the scene, it wont even let you move the thing beyond these limits due to the aforementioned theoretical limitations.
I honestly believe I just need to reimplement the toolkit and my dungeon generator a bit differently, as the current way the indexing works for the grid/subgrid is going to make using the subgrids within a BP placed at random locations this way impossible. No worries though, I’ve already got a more semi-random placement method in my head, just need to map it out (no pun intended).
https://i.imgur.com/TlmqwWC.jpg
Yeah, it does indeed not work if you go beyond index 0,0. I thought long and hard on how I wanted to do the indexing, but ended up doing it this way as it made the indexing more intuitive. If you want to be able to place the rooms anywhere just place the grid manager so that the center of your dungeon is at index 50000 and you should have plenty of space to either side. No need to change how the indexing works.
Locoweed:
Hello. I am fairly new using your blueprint. I am having an issue Adding characters without the UE4 skeleton. I seem to be real close, most everything is working except exiting from the TakeDamage and Attack states in the UnitStateMachine. The animations begin and loop over and over, never having the bTakeDamage and bAttack being reset to false to exit from the state so the game freezes in the animation loop.
I checked in in the Anim Preview Editor. If I click true/false there for bTakeDamage and bAttack it works as expected, but not at run time.
My Parent Class for my Animation Blueprint is BP Unit, and copied blueprint code from BP_Anim_Unit with Advance blueprints for Abilties, Attributes, and Stealth added.
Any ideas why the bAttack and bTakeDamage would not being set to false when the animation should end.
EDIT: Figured out the problem. I had to add Notifies into the animation frames of the model I was using. Like notify HitEnd, ActionHit, ActionEnd, DeathEnd, etc.
Thanks, Loco
Hey, glad you figured it out. Sorry for the late answer.