Yes hello, i was thinking about this effect where when player kills any monster , the experience is following him until reach him,
so behind this can any mastermind help here ?
i mean look at this answer here from AI
1. Enemy Death Event:
- In your Enemy Blueprint (or wherever you handle enemy death logic), create an event triggered when the enemy dies (e.g., “OnDeath”).
2. Spawn Experience Orb:
- Within the “OnDeath” event, use the “Spawn Actor from Class” node to spawn an actor representing the experience orb.
- Set the “Class” input of the node to your Experience Orb Blueprint (assuming you’ve created one).
3. Orb Movement and Collection:
- In your Experience Orb Blueprint, define the orb’s behavior:
- Movement: Implement logic for the orb to move towards the player character. You can use the “Get Player Controller” and “Get Pawn” nodes to get the player’s location and move the orb towards it.
- Collection: Create a collision sphere around the orb. When the player character overlaps with the sphere (use “On Component Begin Overlap”), trigger an event to:
- Increase the player’s experience points (stored in a variable or retrieved from a Player State).
- Destroy the experience orb actor.
4. Visual Effects:
- In your Experience Orb Blueprint, add visual effects to represent the orb:
- Use a particle system to create a shimmering or glowing orb effect.
- Optionally, play a sound effect when the orb spawns or is collected.
IS THIS RIGHT OR WELL THERE IS ANOTHER BETTER LOGIC BEHIND THIS ?